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Maze of Shakhrami
14-17 Land Worms. Wander around. Best for Ranged PTs starting at 14.
Correction: Maze Makers, not Land Worms (those are in Korroloka), for levels 9 (if black mage/ranger heavy) or 11 (if melee heavy) to 15 for a full party. Likely to have more difficult worms in the north room (E-7 through G-7) along with a mixture of gobs.
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Maze of Shakhrami
17-21 Gobs. Camp at the Zone to Tahrongi. 1 PT.
No, do not camp at zone. The pull is far too long, and there's too many other things that can end up being pulled here (eg: ghouls), not to mention being a hazard for anyone trying to escape.
While you're probably better off just wandering around like you did for the maze makers, possible camps include: bottom of entrance tunnel (D-8/D-9); the NW tunnel out of the main room (E-7/E-8) (beware of ghoul nearby); and the tunnel north of the ghoul room (F-8). Also, main levelling range for them would be 13-17 for the weaker gobs (butcher, ambusher, tinker), while you can go higher taking on the tier 3 gobs (leecher, mugger, gambler). Tier 3's are deeper into the maze, and I've never tried levelling off of them (will usually hit Buburimu instead), so can't really give advice on camping spots.
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Korroloka Tunnel
14-20 Land Worms at the entrance to I-8 are a great source of xp. This area can support up to 2 PTs. No camps in the area. Wander.
There are 3 camping areas in Korroloka. There's the tunnel and room as you come down from the zone from Zeruhn mines (a ramp at the end leads down into the center gulch); there's the "worm room" or "worm alley" at roughly the center of the tunnel, and there's another room and adjoining tunnels near the Altepa border (also with a ramp leading down to the center gulch). Each area can support two parties. Getting from one area to the next is a bit too complicated to explain, and the maps aren't terribly helpful in that regard. Just explore and try to gain familiarity with the layout, and use Sneak since almost everything that aggros aggros to sound.
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Buburimu
16 Dhalmels. Outpost.
Dhalmels are all over the area near the Mhaura zoneline, not near the outpost.
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Sea Serpent Grotto
32-34 Camp on the Norg zone line. Pull crabs. You’ll need sneak to get here.
Ghasts are also quite doable here. Make sure you have Silence and Blindna. Two parties could probably camp here (as far as mob supply is concerned), but it would be crowded, so not recommended.
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Crawler’s Nest
40-43 Soldier Crawlers & Hornflies. Camp at I-6 in the “racetrack” room. 2 PTs. There is also another location, in the racetrack room. Head South from the entrance and at the half-way point (about the middle of J-8 is a false wall) 2 PTs can be supported here. Pullers must use ranged attack or be very wary of aggro.
Two more parties can be supported in the room behind the cermet door. Puller with /nin sub advised for the delay in getting into the room.