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.
/loc returns Y, X, Z. +Y is north (up). +X is west (left).
Rising Y means deeper. If Y is falling you are heading back to the exit.
Invisibility works on everything in this zone. Nothing here sees through it. This is the single most useful fact on the page.
Dots are surveyed /loc values. The route is schematic — it shows what connects to what, not the shape of the corridors.
Learn two words per gnoll. Rank: Mas < Mal < Val. Class: Tesch warrior, Lteth rogue, Nisch healer, Rosch caster. A Nisch will complete-heal whatever you are fighting.
02The map
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
Camp
Level
Directions
Why
Double Doors
low–mid 30s
Everything 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 & Judges
mid 30s–low 40s
Go 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 area
40–50
Past 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.
Invisibility works on everything here — it is how you reach the deep camps without fighting the entrance.
Loot every scroll. Turn them in at South Qeynos; the experience stays good into the high 40s. The wiki rates this above the loot as the zone's main benefit.
You can drop from the front bridge to the level below to reach good mobs early. Getting back up is harder.
The safe room is at 1150, −180, just north of Nisch Val Torash Mashk. Stay out of the doorway.
04Know where you are
What you see
Where you are
Three bloody claws rising from the plains, a dark hole between them
The entrance, centre of South Karana
A pond at the top of a ramp
The underwater passage to the Ishva area is here
Gnolls in cells, and a human among them
The prison — Brother Hayle
A lone gnoll in a cave with nothing else in it
The one eyed gnoll — the cleanest single pull in the zone
A level 25 shaman surrounded by far higher gnolls
The executioner's block — that is Kurrpok, about to be executed
Snakes in water, not attacking you
The widemouth pool. Leave them alone — see §05
Your Y is falling
You are heading back toward the exit
05What will kill you
Threat
Where
What to do
Fleeing gnolls
Everywhere
They 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 walls
Everywhere
Gnolls 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 alone
From the front door
Almost every gnoll is paired. To get inside at all you must handle two level 30-plus gnolls at once.
Nisch anything
Everywhere
Nisch 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 cells
Map point 6
Step 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 widemouths
The water at 900, 100
Seven of them, non-aggressive but social. Pull one and you have all seven.
Rosch Val L'Vlor
Deep, past the Judges
Watch for the AE rain. If he is carrying the Gnoll Hide Tome you will see him wielding it.
The bridge roamer
Double Doors camp
Do 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
The five difficulty bands are described but not located. The 14 July patch says the zone ramps through five bands from 25–28 to 40–42; no source maps them to coordinates. The camp regions shown are the wiki's three, not the patch's five.
Three of the four new named have no recorded position — a Nisch Mas Mender, Ishva Mas Apprentice and a Lteth Val Deviant. They are not plotted.
The Ishva Mal himself is not plotted. The zone map places him deep behind the underwater passage; his own record calls him a South Karana mob that runs east. His placeholder is located, at 719, −450. Camp the placeholder.
Double Doors, the bridges and the pond have no published coordinates and are deliberately not drawn. The route line connects surveyed points only; the directions in §03 carry the rest.
Corridors are schematic. Where this drawing and the game disagree about a passage, the game is right.