Damp underground caves filed with Slimy swamp creatues
LocationsThe swamp caves are, unsuprisingly the caves native to the Swamp areas of the map Swamp Cave 1 : F02 Swamp Cave 2 : D06, Northwest of Gravis Uplink Swamp Cave 3 : F03, just off the corner of the road Swamp Cave 4 : H03, within sight of Jankins Lab, by the crashed 4x4 Swamp Cave 5 : G03 Swamp Cave 6 : I03, east of the loop in the road Enemies
| Small Kri'nakh Slimeworm 70/70 and Kri'nakh Slimeworm 80/80 - Like gliders on the surface. Launches an arcing poison attack that does weak yet long lasting poison stacks. | | Small Kri'nakh Flapper 90/90 and Kri'nakh Flapper 100/100 - A large mutated bat. Like the Slimeworm, deals an arcing poison blast. In addition, delivers a pierce-based bited at close ranges. | | Kri'nakh Shaman 120/120 - The boss of the Swamp Caves and only present in some of the caves. Spawns a collection of the other mobs if approached, in addition to dealing out very, very painful poison stacks. Engage with caution. |
LootThe slimeworms and flappers drop a mixture of entrails, tendons, sinews along with medkits, stams and assorted low-value junk. The Shaman drops a collection of poor quality poison APU spells, sometimes tech parts and is also the exclusive source for Kri'nakh Mushrooms and Kri'nakh Nightshade - two drugs that make some rather interesting setups possible if you care to farm them. TacticsThe mobs in the swampcave reist poison more than other damage types. The water in the caves will shield you from the majority of the mobs poison attacks, while still being shallow enough to allow firing back - be cautious of caves with bugged water, which does not slow your mevement - this also fails to provide the protection from the mobs. Many runners leave ammo and medkits in the boxes around swamp caves, so check them if you are short. Poison resists are of course hugley benefical, with it being almost the exclusive damage type. You would be advised to try and avoid getting too close to the bats, as their bite will sometimes be suprisingly effective. For most runners, sticking to the water and healing reguarly will get them through all but the shaman. NotesAs mentioned above, some caves have bugged water - be careful of these. Get maps to the swampcaves from the THN right here.
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