Difference between revisions of "The Lair"

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{{flavour|These stairs lead to the Lair of Beasts, for a change of climate.}}
 
{{flavour|These stairs lead to the Lair of Beasts, for a change of climate.}}
  
[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it will have entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one poison-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one water-themed branch ([[the Swamp]] or [[the Shoals]]), and the acid-themed [[Slime Pits]].
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[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it features entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one [[poison]]-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one [[water]]-themed branch ([[the Swamp]] or [[the Shoals]]), and the [[acid]]-themed [[Slime Pits]]. At the very bottom of the Lair, you may even find a gate to the [[Hell]]s, though using it so early is almost certainly suicidal.
  
At the very bottom of the Lair you may even find a gate to the [[Hell]]s, though using it so early is likely suicide. The staircase to the Lair is often surrounded by [[plant]]s, [[fungus]], or occasionally (and unfortunately) an [[oklob plant]].
+
The staircase to the Lair is located on D:8-11 and is often surrounded by [[plant]]s, [[fungi]], or occasionally (and unfortunately) an [[oklob plant]]. There may also be multiple denizens of the Lair scattered around the entrance, like [[yak]]s, [[porcupine]]s, or a [[komodo dragon]].
  
 
==Layout==
 
==Layout==
The Lair is 6 levels deep and its entrance is located on D:8-11. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with 1-tile-wide hallways between them, and open areas dotted with either small forests or ponds. In any case, there will be [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.
+
The Lair is 6 levels deep. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with narrow hallways between them, and open areas dotted with either small forests or ponds. The topography of the Lair is quite irregular; while narrow passages exist, often there will be few true one-tile-wide tunnels, ensuring the various pack animals have ways to swarm passersby. In any case, there will often be pools of [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.
  
The bottom floor of the Lair is most noticeably different. Some endings include a large forest or temple which takes up a large portion of the floor. The temple can contain hordes of [[demon]]s and a portal to the [[Vestibule of Hell]] or packs of [[dire elephant]]s which disguise themselves as statues until you reach the back rooms. As for the large forest, expect swarms of [[spriggan (monster)|spriggans]] and their wilderness allies.
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The bottom floor of the Lair is generally fairly open, but will always contain one or two end vaults that contain both an assortment of stronger monsters and a selection of treasure. These vaults may range from a secluded set of caves full of assorted [[List of worms|worms]] to a forest containing a temple or perhaps several bands of spriggans. See the [[#Lair:6 vaults]] section below for what to expect from the different options.
  
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can occasionally find his altar immediately outside of the Slime Pits. Doing so may result in him spawning in hungry jellies to menace your stash, however.
+
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can occasionally find an altar immediately outside of the Slime Pits on Lair:5 or 6.
  
 
==Strategy==
 
==Strategy==
 
If you haven't done so yet, read the article on [[hydra]]s.
 
If you haven't done so yet, read the article on [[hydra]]s.
  
Although the [[Orcish Mines]] are often discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly [[spiny frog]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and (on Lair:7-8) the dreaded [[death yak]].
+
Although the [[Orcish Mines]] are occasionally discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly [[spiny frog]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and the dreaded herds of [[death yak]]s.
  
Many monsters in the Lair are [[poison]]ous; bringing [[poison resistance]] will neutralize much of the potential damage output of the branch. This is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, and [[fire resistance]] can come in handy on the bottom floors.
+
Many monsters in the Lair are [[venom]]ous; [[poison resistance]] will neutralize a significant portion of the potential damage output of the branch, though this is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, [[cold resistance]] can come in handy for the occasional [[rime drake]] on the lower floors, and [[corrosion resistance]] will help with the odd [[oklob plant]] or vault full of [[jellies]].
  
As you go to lower floors of the Lair, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Labyrinth]] from here (although each game randomly determines which, if any, of those will be present).
+
As you travel deeper, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Gauntlet]] from here (although each game randomly determines which, if any, of those will be present). Having the appropriate resistance for the Volcano and Ice Cave will make them far more survivable -- Gauntlets, meanwhile, might contain anything in addition to the [[minotaur]] at the end.
  
The second floor of the Lair is a good place to keep your [[stash]]; it's a centralized location in the dungeon, your [[inventory]] should be nearly full by this point, and almost all of the monsters generated in the Lair are animals which don't pick up items.
+
You should probably clear at least the first 5 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:6, explore it carefully as there is often a pack of [[death yak]]s hiding somewhere. You may also run across rare [[Zot trap]]s.
  
You should probably clear at least the first 5 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:6, explore it carefully as there is often a pack of [[death yak]]s hiding somewhere. You may also run across rare [[Zot trap]]s. If you find the aforementioned jungle temple, proceed with caution; while it contains a small treasure heap somewhere in the back, it can also contain such surprises as statues suddenly turning into [[dire elephant]]s or a hidden chamber filled with a dozen mid-tier [[demon]]s. If you find a gate to the [[Vestibule of Hell]] in the very back of the temple, be aware that most characters this low-level will quickly perish upon entry.
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==Lair:6 vaults==
 
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The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults -- either one large vault, or two small vaults.
Note that a [[scroll of magic mapping]] will ''not'' display this secret room.
 
  
==Lair:6 vaults==
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===Large lair end vaults===
The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults:
+
*'''minmay_lair_end_enchanted_forest''': A forest populated by various wild beasts as well as several [[list of spriggans|spriggans]], some [[spriggan rider]]s, and a few [[boggart]]s.
*'''minmay_lair_end_enchanted_forest''': A forest populated by [[list of spriggans|spriggans]] and one or two young [[spriggan druid]]s.
+
*'''due_jungle_book''': A temple in the middle of a jungle. This vault contains an [[anaconda]] which is very fast and hits hard. Killing the anaconda will turn some of the statues into [[dire elephant]]s. None of the monsters in the vault can open doors, so close the doors behind you as you go.  
*'''due_jungle_book''': A temple in the middle of the jungle. This vault contains an [[anaconda]] which is very fast and hits hard. Killing the anaconda will turn some of the statues into [[dire elephant]]s. Hint: This vault has a few doors and none of these monsters can open doors.  
+
*'''evil_forest''': A forest with a temple guarded by a [[wizard (monster)|wizard]], who can occasionally have very dangerous spells like [[Paralyze]], [[Lehudib's Crystal Spear]], or [[Banishment]]. Past the wizard is a room containing a gateway to the [[Vestibule of Hell]] guarded by several [[demon]]s. Entering the gate at this point is a fast way to die -- at least wait until you're ready for the [[Depths]].
*'''evil_forest''': A forest with a gateway to the [[Vestibule of Hell]]. The gateway is guarded by several demons, including a [[sun demon]]. This vault also has a [[Wizard (monster)|wizard]] who sometimes can cast very dangerous spells, like [[banishment]].
+
*'''minmay_lair_end_frog_pond''': A large pond containing many frogs, [[vampire mosquito]]es, some [[electric eel]]s, and a few [[tyrant leech]]es.
*'''wormcave''' (S): A cave full of [[worm]]s, [[brain worm]]s, [[tyrant leech]]es, [[lindwurm]]s, [[giant firefly| giant fireflies]]. There's also a single [[dragon]] guarding a minivault full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).
+
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepae]] signified by the presence of petrified plants and statues around the entrance.
*'''bearwithus''' (S): A cave with several kinds of bears. It contains a few [[honeycomb]]s.
 
*'''kennels''' (S) (aka Who let the dogs out?): This cave contains an [[acquirement]]-level object, guarded by lots of [[list of canines|dogs]], including [[raiju]]s and [[hell hound]]s.
 
*'''minmay_lair_end_frog_pond''': A pond with many frogs, [[vampire mosquito]]es, some [[electric eel]]s and a few [[tyrant leech]]es.
 
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepas]]es signified by the presence of petrified plants and statues.
 
*'''guppyfry_lair_end_dragon''' (S): A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one [[dragon]] in the center.
 
 
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].
 
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: it contains one monster of each type.
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*'''gammafunk_lair_ancient_temple''': An open stone structure that has been flooded. Contains an assortment of aquatic monsters, some mythological beasts, and a [[merfolk avatar]].
*'''hangedman_lair_caniforms_friends''': a bit like kennels but much larger.
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*'''cheibrodos_lair_end_hotspot''': A miniature volcano full of fiery monsters. The central chamber contains a [[fire dragon]] and its hoard.
*'''hangedman_lair_tendril_chambers''': a tendril-shaped wheel with undigable centered treasure chamber.  
 
  
The vaults with an '''(S)''' after the name are small endings: you will always get two small endings or one big one.
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===Small lair end vaults===
 +
*'''wormcave''': A cave full of [[tyrant leech]]es, [[torpor snail]]s, [[hornet]]s, and [[lindwurm]]s. There's also a single [[fire dragon|fire]] or [[ice dragon]] guarding a room full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).
 +
*'''hangedman_lair_caniforms_friends''': An assortment of [[list of canines|hound]]- and [[list of bears|bear]]-type monsters. Expect fire damage from [[hell hound]]s, electricity damage from [[raiju]], and heavy physical damage from angry [[polar bear]]s.
 +
*'''guppyfry_lair_end_dragon''': A grove of trees surrounded by a small lake. Full of [[list of reptiles and amphibians|lizards]] and [[list of dragons|lesser dragons]], with one proper dragon in the center.
 +
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: you'll be seeing a variety of different monsters found in the Lair, plus a few more dangerous creatures like [[manticore]]s.
 +
*'''hangedman_lair_tendril_chambers''': A circular area cut into several wedge-shaped sections full of fast, often venomous monsters ([[wyvern]]s, [[black mamba]]s, [[spiny frog]]s, etc.). One or two of the wedges lead to a central chamber that in turn leads to a stone room that contains the treasure and a more dangerous assortment of monsters like [[wolf spider]]s, [[redback]]s, and a [[guardian serpent]].
  
 
==Monsters==
 
==Monsters==
Line 83: Line 81:
  
 
==History==
 
==History==
Before [[0.19]], Lair had 8 levels.
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*Before [[0.19]], Lair had 8 levels.
 
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*[[Fire drake]]s were replaced by [[rime drake]]s in [[0.18]], [[trapdoor spider]]s, [[brain worm]]s were removed.
[[Fire drake]]s were replaced by [[rime drake]]s in [[0.18]], [[trapdoor spider]]s, [[brain worm]]s were removed.
+
*[[Raven]]s, [[giant mite]]s, [[boring beetle]]s and [[goliath beetle]]s were removed in [[0.17]].
 
+
*Prior to [[0.14]] the Lair's entrance was located on D:8-13.
[[Raven]]s, [[giant mite]]s, [[boring beetle]]s and [[goliath beetle]]s were removed in [[0.17]].
+
*Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.
 
+
*The dragon-themed and deep troll shaman ending vaults on the eighth floor were added in [[0.12]].
Prior to [[0.14]] the Lair's entrance was located on D:8-13.
 
 
 
Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.
 
 
 
The dragon-themed and deep troll shaman ending vaults on the eighth floor was added in [[0.12]].
 
  
 
[[Category:Dungeon_Branches]]
 
[[Category:Dungeon_Branches]]

Revision as of 09:04, 2 May 2020

Version 0.19: This article may not be up to date for the latest stable release of Crawl.
Most adventurers find the Lair of Beasts to be an exciting change of climate. And indeed, there is something to be said about getting gored, mauled and eaten rather than sliced, burnt or stabbed.

The Lair is six levels deep and contains the stairs to three more branches.

These stairs lead to the Lair of Beasts, for a change of climate.

Lair entry.png The Lair of Beasts (commonly known as the Lair) is a branch of the Dungeon filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a rune, it features entrances to three themed branches, all of which contain a Rune of Zot. There is one poison-themed branch (the Snake Pit or the Spider's Nest), one water-themed branch (the Swamp or the Shoals), and the acid-themed Slime Pits. At the very bottom of the Lair, you may even find a gate to the Hells, though using it so early is almost certainly suicidal.

The staircase to the Lair is located on D:8-11 and is often surrounded by plants, fungi, or occasionally (and unfortunately) an oklob plant. There may also be multiple denizens of the Lair scattered around the entrance, like yaks, porcupines, or a komodo dragon.

Layout

The Lair is 6 levels deep. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with narrow hallways between them, and open areas dotted with either small forests or ponds. The topography of the Lair is quite irregular; while narrow passages exist, often there will be few true one-tile-wide tunnels, ensuring the various pack animals have ways to swarm passersby. In any case, there will often be pools of shallow water, deep water, and occasionally lava placed throughout.

The bottom floor of the Lair is generally fairly open, but will always contain one or two end vaults that contain both an assortment of stronger monsters and a selection of treasure. These vaults may range from a secluded set of caves full of assorted worms to a forest containing a temple or perhaps several bands of spriggans. See the #Lair:6 vaults section below for what to expect from the different options.

While there are very few altars found in the Lair, those wishing to worship Jiyva can occasionally find an altar immediately outside of the Slime Pits on Lair:5 or 6.

Strategy

If you haven't done so yet, read the article on hydras.

Although the Orcish Mines are occasionally discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly spiny frogs or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of blink frogs, elephants, and the dreaded herds of death yaks.

Many monsters in the Lair are venomous; poison resistance will neutralize a significant portion of the potential damage output of the branch, though this is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, electricity resistance will help you avoid an embarrassing death by electric eel shocks, cold resistance can come in handy for the occasional rime drake on the lower floors, and corrosion resistance will help with the odd oklob plant or vault full of jellies.

As you travel deeper, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the Ice Cave, Volcano, and Gauntlet from here (although each game randomly determines which, if any, of those will be present). Having the appropriate resistance for the Volcano and Ice Cave will make them far more survivable -- Gauntlets, meanwhile, might contain anything in addition to the minotaur at the end.

You should probably clear at least the first 5 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:6, explore it carefully as there is often a pack of death yaks hiding somewhere. You may also run across rare Zot traps.

Lair:6 vaults

The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults -- either one large vault, or two small vaults.

Large lair end vaults

  • minmay_lair_end_enchanted_forest: A forest populated by various wild beasts as well as several spriggans, some spriggan riders, and a few boggarts.
  • due_jungle_book: A temple in the middle of a jungle. This vault contains an anaconda which is very fast and hits hard. Killing the anaconda will turn some of the statues into dire elephants. None of the monsters in the vault can open doors, so close the doors behind you as you go.
  • evil_forest: A forest with a temple guarded by a wizard, who can occasionally have very dangerous spells like Paralyze, Lehudib's Crystal Spear, or Banishment. Past the wizard is a room containing a gateway to the Vestibule of Hell guarded by several demons. Entering the gate at this point is a fast way to die -- at least wait until you're ready for the Depths.
  • minmay_lair_end_frog_pond: A large pond containing many frogs, vampire mosquitoes, some electric eels, and a few tyrant leeches.
  • evilmike_catoblepas_cave: A series of caves full of yaks, death yaks, and catoblepae signified by the presence of petrified plants and statues around the entrance.
  • grunt_lair_end_beastmaster: A deep troll shaman has tamed some beasts including a catoblepas, a pack of death yaks, and one the following: hydra, lindwurm or dire elephant.
  • gammafunk_lair_ancient_temple: An open stone structure that has been flooded. Contains an assortment of aquatic monsters, some mythological beasts, and a merfolk avatar.
  • cheibrodos_lair_end_hotspot: A miniature volcano full of fiery monsters. The central chamber contains a fire dragon and its hoard.

Small lair end vaults

  • wormcave: A cave full of tyrant leeches, torpor snails, hornets, and lindwurms. There's also a single fire or ice dragon guarding a room full of piles of gold, but that fight is optional (don't open the runed door if you aren't ready to face it).
  • hangedman_lair_caniforms_friends: An assortment of hound- and bear-type monsters. Expect fire damage from hell hounds, electricity damage from raiju, and heavy physical damage from angry polar bears.
  • guppyfry_lair_end_dragon: A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one proper dragon in the center.
  • hangedman_lair_in_review (S): A series of ruined rooms. This vault is a review of the Lair's monster set: you'll be seeing a variety of different monsters found in the Lair, plus a few more dangerous creatures like manticores.
  • hangedman_lair_tendril_chambers: A circular area cut into several wedge-shaped sections full of fast, often venomous monsters (wyverns, black mambas, spiny frogs, etc.). One or two of the wedges lead to a central chamber that in turn leads to a stone room that contains the treasure and a more dangerous assortment of monsters like wolf spiders, redbacks, and a guardian serpent.

Monsters

History