Companion to Survey Plate 01 · Lavastorm Mountains, Antonica
Najena — Navigation Map
Three levels, four keys, two one-way drops
Zone in at
−13, 856
Levels
3
Keys
4+1 for the prison
Stairs
A Btwo-way
Pit falls
C Ddown only
Respawn
19:00
01Reading the map
Najena is three maps stacked, not one. A main level and two underground areas that do not connect to each other. A and B are stairs — walk them both ways. C and D are pit falls — down only, no climbing back.
Level
Reached by
Who is there
Main
The zone line
Front halls · caves · goblin camps · Najena · Drelzna · Blood Artist · Crystal Room
Underground A
Stair A, from the front halls
BoneCracker · Trazdon · Officer Grush · A Visiting Priestess · the guard captain
/loc returns Y, X, Z. +Y is north (up). +X is west (left).
You enter at X 856, far left. Deeper means X falls. If X is climbing, you are walking out.
Dots are surveyed /loc values. Corridors are schematic — they show what connects to what, not the shape of the hallway.
02The map
03The route
#
Where
Level
/loc
Why
IN
Zone line
Main
−13, 856
Head east down the long tunnel.
1
The Tenderizer
Main
131, 342
Kitchen Toolbelt — +10% haste, waist, every class. No key needed. Do this first.
2
Down stair A
→ Und. A
~150, 250
From the front halls.
3
BoneCracker
Und. A
−262, 167
KEY 2 · Dull Bone. Two necros in the room. Trazdon is next door.
4
The guard captain
Und. A
past Grush
KEY 1 · Shiny Metal. Continue south, near the Priestess.
5
Up A, east to B
→ Und. B
past Drelzna
The long crossing.
6
Rathyl
Und. B
−670, −119
KEY 3 · Bloodstained. Both keys needed to get in.
7
Drelzna
Main
−35, −222
KEY 4 · Golden Crescent. Best drops in the zone.
8
Najena
Main
353, 105
West and north through the caves. Level 35.
All four keys survive logout — Bloodstained since 24 June, Golden Crescent since 7 July. Stop and resume whenever. Doors search your bags, so no need to hold the key.
Shortcuts: a small character can squeeze through the bars to Rathyl and skip keys 1–2. A pit fall at C or D drops you straight into the prison — but you need the Guard's Keyring to get out of the cells.
04Know where you are
What you see
Where you are
Huge double doors, one off its hinges
The entrance
A six-sided room
Najena — the only hexagon in the zone
A chair in the middle, a necromancer in front of it
Drelzna — and if that necro is up, she is not
A ramp above a steaming red pool with two elementals in it
Trazdon — Underground A. BoneCracker is next door
A cell with a second cell inside it
Rathyl — Underground B
Cells holding a High Elf woman and an injured halfling
The prison — you fell through C or D
Your X is going up
You are walking back toward the exit
05What will kill you
Threat
Where
What to do
Mist elemental
Anywhere
Immune to ordinary weapons, and self-invisible seconds after spawning. Needs See Invisible to target and magic damage to kill. A melee-only group cannot clear one.stops groups cold
Moosh
Prison
Do not kill him. An injured halfling joins in, and killing that halfling tanks every Rivervale faction. Take the keyring and leave.faction
Rathyl reincarnate
On Rathyl's corpse
Level 30 skeleton, spawns instantly, 35-damage frost proc. Do not loot facing away.
The guard captain
Underground A
Three ogres at once at level 25. Full group or skip it.
Officer Grush
Underground A
Casts Root and Walking Sleep, beside an ogre camp.
"A skeleton" L21–22
Front halls
Plain name, but the most dangerous skeletons in Najena. Do not judge by the con on a large skeleton.
Swarms
Front halls
Two to three skeletons per room, each inside the others' trigger radius. Below 17, group.
Pit falls C and D
East wing, by Drelzna
One-way drop into the prison. Easy to stumble into.
Nothing here death-touches or needs a raid. Every hazard above is positional and avoidable with this map in hand.
06Caveats
The guard captain has no published coordinate. He is placed from the wiki's text and community maps; his companions Grush and the Priestess are recorded at −385, 230 and −493, 170.
Sixteen elemental spawn points exist and none are published. Expect elementals anywhere.
Rathyl reincarnate's listed coordinate contradicts itself — trust "spawns on Rathyl's corpse", not −154, −119.
Room 3, the Torture Rooms, has no recorded contents. The Crystal Room's position is inferred from three magician spawns clustered together.
Corridors are schematic. Where this drawing and the game disagree about a hallway, the game is right.