Orc's Lair
Orc's Lair
In the southern corner of Orcland, you will find the zone-in for Orc's Lair. You must be level 45 to access the Lair. This is where the rulers of Orcland take up their habitat.
Chief Hong's Council Members and Servants will gather for their meetings, which Morticia will help organize them for you.
This is definately not a zone for a solo player who is not boxing. Even with a merc, you will run into unexpected problems.
A duo, with 2 mercs is a recommended minimum, but it will be a slow grind at level 45. There is no maximum level on this zone.
This is an instance zone
WARNING > Solo players: SUSPEND YOUR MERC until after you zone into the instance. (then unsuspend it) You will be landing in a safe spot anyways. Otherwise, you will zone loop, non-stop.
As soon as you cross the zone line, it will send you to your own instance version. If you are in a group, you will be given a group instance. Anyone who is already in your group will be sent there when they zone in. Anyone who is not in your group will get their own instance. You will not be able to zone in, then invite people to your group. Your group must be formed before you get the instance, or you will be sent to a solo version which will not allow other players in.
There is no lockout timer, but each instance will expire after 3 hours. You can get a new instance after that one expires, if you wish.
When you zone in, you will land in the small room, where Morticia hangs out. This is a safe area, with a corridor that leads down to the hallways. The only mobs you see up are a couple of orc monitors that continuously walk those hallways, patrolling for unwanted guests.
If you speak with Morticia, she will summon the Council members and the Servants to gather in the 2 bigger rooms off the hallways.
She will give you two options. If you wish to fight, by responding with [begin], she will spawn all the Council members and the Servants. Each group will be in their seperate rooms. If you do not wish to continue, you can tell her [leave] at any time and she will port you back out, near the zone line. There is no other way to leave Orc's Lair, other than an individual ability to gate out. If you run into trouble with aggro, you would need to run back to her and get out. But there is a guard in the safe corridor that will attack any orcs trying to come that way. Morticia will also attack any orcs that are invading her space.
Chief Hong will not spawn until you have cleared both the big rooms. All the Council Members and Council guard, as well as all the Servants and the Servant guard in the other room. Once you have done that, Chief Hong will pop in the room where the Council Members were.
The Servants are a little easier to deal with, than the Council. You will also find the Deputy Chief hanging out there as well. The servants are average level 45-46 with casters among them. The Council Members are average 47 to 48, with various caster classes. In both rooms, you will encounter unintentional double pulls. Having crowd control would help.
Chief Hong is a little more tedious. He is level 52 and he gets nervous when he's down to 50% health and spawns one of his level 45 minions.
None of the mobs in these rooms will respawn again. After the Chief is down, if you wish to stay and do it all over again, (to get more gear drops, experience, etc), you can simply go see Morticia and tell her to [begin] again. But you can [leave] at any time, regardless.
Loot you will find in the zone
Most of the mobs in the zone will drop "Hong Spirit" gear, as well as various spell drops. The gear is for various slots, with chain, leather, plate and silk variations for classes. Required level on this gear is 45 and it's a great upgrade from the Orcland gear. All of this gear is tradeable but it has no value with the vendors.
A chest will spawn, after killing Chief Hong. In this chest, there is mulitple pieces. 4 chest pieces for different classes, as well as several different "Spirit Refined" weapons. They may even be a good alternative to the common epic weapons.Â