EQL Source/Dungeons/Lair of the Splitpaw · map/← Survey plateSourced & dated · updated daily

Companion to Survey Plate 02 · Southern Karana, Antonica

Splitpaw — Navigation Map

One entrance, three camps, and a swim you have to know about

Zone in at
−122, 63
Direction
South → North
Camps
3
Named plotted
16
Invisibility
Workson everything
Respawn
≤22:00

01Reading the map

Splitpaw is one long climb north. You enter at the bottom at Y −122 and the deepest named sits at Y 1445. Everything gets harder as Y rises. Unlike most dungeons in this series there are no separate underground panels — it is a single connected space, which makes it far easier to navigate than its size suggests.

02The map

X 4000 −400 Y 14001200 1000800 600400 2000 ← WEST (higher X) EAST → PAST THE JUDGES · 39–42 EXECUTIONER & JUDGES · mid 30s–low 40s THE ISHVA AREA · 40–50 DOUBLE DOORS CAMP · low–mid 30s ≈ UNDERWATER PASSAGE ⚠ 7 social snakes water cavern Tesch Val Deval`Nmak L39 ★ Rosch Val L'Vlor L39 — AE rain Kurrpok Splitpaw L25 Verishe Mal Executioner L42 ★ Verishe Mal Judge L34–39 SAFE ROOM — stay out of the doorway Nisch Val Torash Mashk L39 — complete-heals a Tesch Val Brute L37 ★ 100% Ishva Lteth gnoll — the Ishva Mal's PH A Nisch Val Guard L38–39 A Tesch Val Guard L38–39 a one eyed gnoll L35 — alone in a cave Tesch Val Kadvem L39 ★ a Lteth Val Scribe L30 A Nisch Mas Gnoll L29–31 — heals Brother Hayle L24 · prison Brother Gruff L16 S IN −122, 63 LEGEND zone line in safe room named, surveyed /loc population spawn point route (schematic) ★ = key named · /loc = Y, X, Z ORIENTATION +Y = north = up · +X = west = left Enter at the bottom. Y rises as the zone gets harder. Invisibility works on everything.
The fork matters. One spine runs north from the entrance to the Executioner and on past the Judges. A second branch peels off near the front, heads east, and reaches the Ishva area through an underwater passage — the map's dashed side route. Miss that swim and the deepest camp in the zone is simply unreachable.

03The three camps

CampLevelDirectionsWhy
Double Doorslow–mid 30sEverything from the entrance up to the Double Doors, plus the rooms directly behind them.The zone's starter camp. Do not pull the roamer on the bridge — it brings nasty trains.
Executioner & Judgesmid 30s–low 40sGo invisible. Through the double doors → next room → across the bridge → around the U-shaped room → across another bridge.Near non-stop pulls from the executioner room, the judges and the Vals on the side. Three named spawn nearby.
The Ishva area40–50Past the double doors to the first bridge → drop down → go right → door on your left → in and up the ramp until you see a pond → take the underwater passage.The deepest camp. 13 mobs inside, plus a second area within swimming distance. Heavy Val density, continuous pulls.

04Know where you are

What you seeWhere you are
Three bloody claws rising from the plains, a dark hole between themThe entrance, centre of South Karana
A pond at the top of a rampThe underwater passage to the Ishva area is here
Gnolls in cells, and a human among themThe prison — Brother Hayle
A lone gnoll in a cave with nothing else in itThe one eyed gnoll — the cleanest single pull in the zone
A level 25 shaman surrounded by far higher gnollsThe executioner's block — that is Kurrpok, about to be executed
Snakes in water, not attacking youThe widemouth pool. Leave them alone — see §05
Your Y is fallingYou are heading back toward the exit

05What will kill you

ThreatWhereWhat to do
Fleeing gnollsEverywhereThey have plenty of hit points and run a long way, gathering friends or finding a healer. The wiki calls snare or root required, not optional. Chain-stunning no longer works since 28 July.the main danger
Assist through wallsEverywhereGnolls know you are fighting their allies with stone between you. Worst at the small room past the first bridge — two tougher gnolls sit around the corner through a gate. If you hear chains rattling, turn and run.
Nothing walks aloneFrom the front doorAlmost every gnoll is paired. To get inside at all you must handle two level 30-plus gnolls at once.
Nisch anythingEverywhereNisch means healer. Nisch Val Torash Mashk complete-heals below a quarter health — interrupt him. Even a Nisch Mas Gnoll near the entrance is called "a warrior with the heals of a cleric."
Prison cellsMap point 6Step into a cell and the door shuts with the lever out of reach. You are stuck until someone frees you. The main prison hall is safe to pass.
Gaduladian widemouthsThe water at 900, 100Seven of them, non-aggressive but social. Pull one and you have all seven.
Rosch Val L'VlorDeep, past the JudgesWatch for the AE rain. If he is carrying the Gnoll Hide Tome you will see him wielding it.
The bridge roamerDouble Doors campDo not pull it. The wiki is explicit that it trains the camp.
The counterweight. There are no other unique dangers here, the rare spawns sit in their own side areas away from wanderers, and there is at most one wanderer in any given area — so their routes are learnable. This is a forgiving zone once you respect the fleeing.

06Caveats