Hunting Grounds
I will try and outline as many places as I know that are considered to be 'good leveling spots'. Unfortunately my knowledge of RK is very limited and this guide will probably evolve as time goes on. The ranges i'm using are ranges I think you should stay there till, its not always the range that you can stay there till.
Rubi-Ka
ICC Shuttleport (aka Newbie Island)
|
||
The Junkyard (aka The Old Backyard)
|
||
Newland City Area
|
||
The Condemned Subway (aka The Subway)
|
||
Oasis
Good spot Northeast of Newland City, have to zone into Newland Desert. Its about in middle between Prof Van Horn & NLC, cant miss it; its an Oasis with huge Dinosaurs. |
||
Rhinoman Cockpit
|
||
The Pipes
|
||
Temple of the Three Winds (aka "totw", "Trains on the Way", and "Temple")
There are two ways to get to temple. The first way is to go the tir gird exit on the bottom floor and then run around the city (avoiding the guards by a large distance because they -will- kill your newbie ass dead even if you are a neut) and then run north to the temple. The second way is to head to the omni city of rome, where in Rome Green you can find a Cultist in an alley who will sell you a key to his portal for a 1000 credit 'donation', this pass will transport you to Temple when clicked on the portal and is usable till level 60. To leave temple, the fastest way is to die, the other way is to run to Tir and go around the city to the grid entrance south of the city. Once you are actually at Temple it will generally be a madhouse of activity, so the biggest priority will be to get a team. Part of the reason for this is that some players are lazy and try to run out of Temple, dragging swarms of mobs right up to the entrance that you will most likely have to fight. Once you are past the trains it will be important to get successively better types of robes and rings, as these will be some of the best rings and back armor available to most professions until around level 70-80. There are three boss areas in the temple and some essential loot from each that you should get or risk being gimped for the rest of the game.
|
||
Virus Builders:
|
||
Biomare (Aka Foreman's and BIOlogical MAterials REsearch Facility)
|
||
Bot Hackers
|
||
Mort Borgs
|
||
PW Base Borgs
|
The Shadowlands
- Range: 1-15
- Notes: Good backyard to go after you get out of the ICC backyard if you have shadowlands. If you are a Shade or Keeper you will start here. There is a lot of good opportunities for leveling off of baby hecklers found here. It should also be known that there are some pretty good tradeskill weapons to be made in the Jobe Training Grounds, and they require no skill to actualy make. Look around and you will see the components drop off the mobs and their description will tell you how to make the weapons.
Nascence
Nascene Ruins
- Location: 854, 1375 Old Frontier, Nascene
- Range: 10-17, or until grey
- Notes: This place is best to solo really, but teams can work out well here. If you solo its best to stay to the right side of the ruins as the mobs 'The Lord' and 'The Lady' are much higher and tend to squish soloers.
Spider Marsh
- Location: 971, 1680 Old Frontier, Nascene
- Range: 15-25
- Notes: Another good solo place that is right south of the Ruins. best idea here is to kill spiders first and then latter move onto killing Malahs and Dragons since the they will social aggro or proximity aggro. Watch out for the dragons as they stun and hit you with a very power nuke at that level.
Crippler Cave
- Location 560, 1725 Nascence Wilds, Nascene
- Range: 22-35
- Notes: This is an actual cave in Nascence, not a dungeon shaped like a cave,and its full of cripplers! Cripplers will give social aggro if you attack them, so be careful, but if you are smart you can actually solo this place till level 35. There is also a group of Croakers which will give good XP, but they proximity aggro and are more powerful then the Cripplers by far. This is also a good location to farm insignias for nascene keys, as both types commonly drop from Cripplers.
Core Malahs
- Location: Nascene Wetlands/Nascence Core
- Range: 30-45
- Notes: This is one of my favorite solo leveling locations and can be approuched several ways. I ussualy hop out of the aban statue and just start running around randomly, but it is best to make circles of the swamps. Malahs here social aggro like mad and can cast a mean stun on you for a couple moments. The perk though is they drop alot of good SL armor, SL nanos (most you would have to buy in ely), and other random goodies.
Two Mountains Croakers
- Location: 245, 570 Two Mountains, Nascene
- Range: 30-43
- Notes: Sometimes an alternative to the Crip Cave, but also a next step. A lot of people come here to level to around 40 so they can start doing hecklers. As with the Cave, Croakers prox aggro. Generally I see this as more of a team range then a solo area, but it can certainly be soloed.
Core Hecklers
- Location: 1400, 1810 The Wetlands, Nascene
- Range: 40-70
- Notes: A good heckler run starting at the aban statue in Nascene and following the north brink east around the island till you get to the southeast corner.
Two Mountains Hecklers
- Location: 190, 425 Two Mountains, Nascene
- Range: 40-70
- Notes: This is one of the classic Nascene heckler runs, and can either be done as a loop around the mountain stating at the redeemed statue and going South-Southwest from it, or doing a small plot of them to the North-Northwest of the statue.
Steppe of Dispair Heckler Run
- Location: 170, 1950 Steppe of Dispair, Nascene
- Range: 40-70
- Notes: Another good heckler run that starts at the coordinates noted and goes straight south to around the gates of Brawl. This place can get fairly crowded though, so be careful.
Elysium
Chapel of Chants
- Location: 735, 690 Chapel of Chants, Elysium
- Range: 60-75
- Notes: This is a decent place to go if you are tired of hecklers in Nascene and need a change of pace, it is also located right across from Storm Shelter. The mobs here are Malah-Anas and Hoathlans, so they do alot of Prox and Social aggro. This place is best approached in a team, but is also a good place to get insignias when in need.
Whispervale Spiders
- Location: 1075, 660 Spiderdust Grove, Elysium
- Range: 67-100
- Notes: Good place to go after Nascene hecks and as a early alternative to Cold Rock. Spiders proximity Aggro
Coldrock Spiders
- Location: 1900, 770 Whitepass, Elysium
- Range: 74-100
- Notes: A little bit more challenging then Whispervale, but often the classic leveling spot in Elysium where Omnis and Clans face off. You can get there easily by using the Cold Rock Statue from the Omni garden or The Scoope Statue from the Clan. Like Whisper Vale, Chill Spiders Proximity aggro.
Callous Mortigs
- Location: 650, 650 Cape Callous, Elysium
- Range: 85-105
- Notes: Ahh good ole Mortigs! Mortigs are a real pain but make for excellent leveling, and can even drop some goodies like pattern peices or parts for making Perennium weapons. There are Three sections of this area. The coordinates are for the Beach which is the most accessable and popular. The second is the more northern side of the structure on the plateau, and the last is in the channel to the west of the structure near the platform with the two bosses. Mortigs Proximity Aggro and have pretty good eyes, so its not unusual to end up with a couple adds. If you are getting levels off of these guys and think you are ready for Elysium Hecklers, there are actually several out in the water to the north and south of the mortigs along the brink.
Port 7 Devs
- Location: 1080, 40 Outer Isles, Elysium
- Range: 90-105
- Notes: This area is almost directly south of port 7 around the ruined jobe outpost. Devours of Life are nuts and very hard to do, but if you canget a team to do them they can shoot you up in levels very quickly due to the xp they give and their numbers. Make sure you have a good tank, puller, and doc, or one bad pull will bring around 10 of them on your head and give you a quick death.
South Beach
- Location: 900, 320 Outer Isles, Elysium
- Range: 105-150
- Notes: This Heckler spot is south of Port 7, and as the name suggests, on a beach. There are two ways to go about leveling here, you can either run the 'path' on the brink killing all the hecklers in your way, or follow the cliffs north killing all the hecklers in your way. Both offer good ways to get into huge Damage contests with other groups of people who might be coming the oppisite direction from Port 7 down to South Beach.
If you bite off more then you can chew, run for the brink and swim out a good ways into the water and wait for the heckler to reset, hecklers cannot swim.
Port 7
- Location: 1130, 715 The Brink, Elysium
- Range: 105-150
- Notes: Port7 is the place you enter Elysium from the Jobe portal, but it is also a good heckler spot, and place to meet for teams. To find your hecklers just jump off the side of the platform and they are all around you close to the cliffs. Generally there is a guard or two down below the platform to steal aggro if you bring a heckler too close, this is both good and bad because it might save you, but destroy your xp. There is two ways to go here really. You can work your way south following the cliffs towards South Beach, or you can work your way north through the domains of the kiters. You will know these places because they have large masses of hecklers bunched together. Only teams who either have nerves of steal, or good experience with hecklers should go north since you not only have to worry about hecklers themselves, but Kiting Nanotechnicans running through with a mass of 30+ hecklers in tow.
North Heckler Run
- Location: 500, 2300 The Brink, Elysium
- Range:115-150
- Notes: This run is far far north of Port 7 and is usually gotten to by actually killing your way from Port7 up to it. One you get there though its a veritable heckler heaven! If you happen to be the only team there, you can usually run your way up the stone path on the brink, killing hecklers, and once you reach the end they will have started respawning so you can kill more on the way back! Generally though the problem is getting there, which takes some skill and power.
Scheol
Adonis
Whirling Rocks
- Location: 2300, 700 The Hourglass, Adonis
- Range: 135-160
- Notes: This is the circle of hell that was reserved for twinks and power players, but at the very least, whirling rocks might be the most exciting leveling in the game. these guys are found in south east Adonis south of all the clan Heckler grounds. They are great Xp if you can get into Adonis before level 150 to get a heckler or mission team. The problem is that whirling rocks have really good eye sight and social aggro alot. But wait! Theres more! Amidst the whirling rocks you will find golems, these are much more powerful then your average rock and a little less powerful then actual adonis hecklers. So you and your team (yes, team), will need to be able to manage your aggro with either calms, mongos, or good pulling.
Penumbra
Inferno
Inferno Sided Missions
- Location: See notes.
- Range: 180-220
- Notes: Inferno missions are now one of the main staples of leveling in this barren place. Like the other sided missions, you get these from a special mob in each garden, and they come in three types: Easy, Medium, and Hard. From there the difficultly is based on the level of the person who pulled the mission. So a Easy mission pulled by a level 215 will be different than one pulled by a level 205. There are two locations that these missions occur in: The first is the 'Cave of Enlightenment' up near Ergo on the Inferno Frontier, and the second is the dungeon near the Safe hill for the 255 Incarnator. These missions use existing dungeon portals so their locations will be marked on Sphere Map, but you need a key to get in them or you will end up in the normal inferno dungeon.
Tuin
- Location: NE from Sorrow
- Range: 215 - 220
- Notes: Tuinissk is the name of the mob. Basically, you do a loop around the south end of the peninsula. Tig country with a couple of Hecks thrown in. Reflects and calms are essential. There is a little island in the lava just south of Tuin peninsula - this would be Rep island where people congregate before kicking off. This is where people come in their final levels and a high level of expertise / experience is expected. Calmers - run ahead of the team calming everything. This makes for an easier run.
Phatmos and Friends
- Location:
- Range: 170-220
- Notes:
The 255 Incarnator
- location:
- Range: 200-220
- Notes: This is actually a heckler run, but it is a very special type of heckler run since the level of the people involved and the layout of the incarnator are they way they are. Since the incarnator is divided into 4 quadrants its easier to keep aggro in just one small spot even though the hecklers are generally clustered fairly close together. One of the favored tactics here is to 'stack' which involves getting a doc, a tank, and a crat. Once you have those you engage a heckler, and you damage it close to death, then you get another one. You work to keep the hecklers close to death with snares, calms, extra damage, and other tricky maneuvers. Once the team has as many near dead hecklers as it can micro manage the crat hits their big xp bonus perk and the team kills all the hecklers, which results in huge xp/sk for the team. Its a tricky maneuver but it can be done with success. Another good thing to note is that the incarnator has a lot of heckler and horror bosses which are good for Neutrals to get their high end faction up to 50K.
--Berael 08:18, 17 October 2008 (CDT)