Kumuki Cave, also known as Kumuki HideoutKR/EU, is a timed solo event instance for players of level 46 and above, only available for select weeks throughout the year. The default rewards include EXP, AP Relics and the latest Abyss medals (or fragments thereof), but additional rewards may also be available based on the current version of the event.
In this instance the player will face a tribe of Kobolds called the Kumuki, who have captured the Porguses from and . Daevas must tackle this instance in a completely different way from what they are used to, namely through stealth. The level of the mobs inside is dynamic and scales with the player, much like in Fissure of Oblivion.
As long as the event is active, players may find the access to this instance in their capital cities. Elyos will access it from Elyos Square in Sanctum, while for Asmodians it will be Pandaemonium Plaza in Pandaemonium. To enter, players may interact with the and be teleported to the beginning of the instance.
Unlike most event instances, class skills are allowed to be used inside. However, when the instance begins, the player will be disguised as a Kobold and given two additional skills:
- - Putting a target into fear, making it disappearing after a while (only for lesser mobs)
- - Forces targets within a specified location to be paralysed momentarily.
When the is used, the player will be disguised as a Kobold and allowed to use both skills. The timer starts when the door is opened, giving the player 15 minutes before the Porguses are slain. As the countdown ends, for every additional minute, one Porgus will disappear.
However, if too many mobs are aggroed on the way, one Porgus will disappear, and subsequent aggroing will force more Porguses to despawn. Unlike other mobs, these are not aggroed by standing on their range, they are only aggroed if the player is spotted by standing on the orange cone in their front.
The instance can be ran in different manners; prioritising XP gain, or aiming to save the most Porguses possible. Since mobs will not despawn regardless of time past, the former case has no time limit. However, the latter case, forces the player not to spare time.
Deserted Refinery Edit
The first chamber will be the Deserted Refinery. The way will be blocked out by 3 looking in different directions. The can be paralysed by making use of giving the player time to get passed them. If the player accidentally aggros them, they may jump to the , hiding them from any mobs.
Depending on the way the player wishes to run the instance, the pathing splits into two. Those wishing to acquire keys will have to turn left, towards the entrance to the small mine, the Deserted Stope. Making sure to avoid the sight on the left, as well as the patrolling , it is suggested to interact with the , which will disguise the player for 10 seconds, enough time to get passed the guarding . Optionally, the player may stand on top of the rock and use to dispose of the watching over the . That done, they may safely proceed to open it and obtain one of the four . Make use of the to go back the way they came from. Once out, eliminate the in the middle of the room and proceed to the opposite side.
Meanwhile, those wishing to perform an XP run, they may skip the Deserted Stope and instead head right. Avoiding the sight of the patrolling , heading straight towards the . These mobs reward great amounts of XP, which will be the player's main interest during the XP run.
Both paths meet up afterwards at the opposite end of the Deserted Refinery. Interacting with the will open the passage towards the following room. This corridor will have a , which can be bypassed by moving through the corner behind him. The next portion will contain 5 Kobolds, who can only be countered by using at the middle of the group. Swiftly pressing forward, the player must expect the patrolling , target him and use as soon as in range.
Deserted Watchtower Edit
The strategy here is to jump off from the top of the ramp the player is on and land on the stairs below the top floor of the central tower. They will aggro the watching the stairs, but it will reset easily after a few seconds. At the top, they will find, in the northern part, the containing the second . The last patrolling can be paralysed with or ignored by opening the chest right outside of its field of view. If the player misses the jump, they can access the top from the bottom by interacting with the guarded by a (wont be aggroed if approached from the sides).
Those aiming for an XP run can find the on the ramp/stairs on the opposite side from where they enter from by jumping from the tower. After dealing with it, they may jump all the way to the bottom and glide towards the passage towards the next room.
Leaving behind the Deserted Watchtower, the player will have to go through another small corridor. This one will contain a single patrolling , which can be eluded by going behind it while it is looking on another direction, as well as a group of four Kobolds (avoided by using and getting into a if spotted).
Deserted Processing Plant Edit
Connecting to the Deserted Processing Plant, may optionally go for the final , on top of the platform to the north of the room. However, this can be easily done by using on the looking towards the centre of the room. This will allow the player to get nearer to the , aggroing it with a ranged attack back to the starting point of the chamber and deal with it from there (and avoiding the patrolling ).
The third is found on this chamber as well, but on the other side from the entrance. This room can be safely progressed through by sticking to the wall to the south (right side from the starting point), and optionally using on the patrolling between the drying racks. The exit to the room will be right afterwards. With a patrolling , it is wise to use on its surroundings, allowing the player to sneak by and activating the .
Those wishing for the third should open the door, and instead of proceeding to the Deserted Nursery, they will remain in the Deserted Processing Plant and stick to the wall further. Another patrolling will impede the way, but can be easily countered with . Pressing a bit further, a guard will be standing right beside the . If in cooldown, the player may carefully sneak behind it and grab the swiftly. Finally, heading back the gate and pressing towards the Deserted Nursery.
Deserted Nursery Edit
This section can be potentially dangerous, as it will be full of and , covering almost every section of the path. The most efficient method is to grab the , which will transform the player into living Ginseng for a very short amount of time, allowing them to move freely without getting detected. However, due to the short duration, every second counts. When the first is consumed, the player must rush to the following safe area, a gap with another next to a (while the Ginseng Snack is under the vigilance of the Skurv, he will not be altered when picked up unless the player is too close).
With that one picked up, the user must swiftly move to a nearby . Despite still being under the effect of the item, making use of this second snack will refresh the state, giving the player an opportunity to get passed the final Skurv guards. The following part will prove to be tricky, as timing plays a great role. As the player presses forward, four will start sprinting in direction of the area the player is going through. Depending on how far they are, the player may either jump into the and avoid detection (ending up behind him afterwards) or paralyse them with and then proceed to hide in the .
Deserted Elevator Edit
With that part settled, the player may press forward in the canyon towards the elevator. Before going up, the player should first head down to the end of the path into the small lake. There, the can be found, as well as the final . By interacting with the tog, it will be tamed, and will instantly rush towards the elevator, keeping busy any mob upstairs as long as the player needs, completely clearing the way into the final section of the instance.
One final secret remains however. There will be a hidden key box on a small cave-in into the wall of the canyon, which can only be accessed by jumping off the top of the elevator and glide towards it (left). The best strategy is to jump off, free-fall some meters and then proceed to glide towards it. However, it requires a bit of luck and timing to access it. With that done, the can be opened for a . Unlike other keys, this one is used to open the at the end of the instance.
The hidden chest is optional, and can be a time-sink due to the long waits required to mount back up the elevator. Therefore, if time is tight, it may be wise to avoid it altogether and proceed towards the last chamber of the instance. Making use of the will open the way into the Kumuki Base.
Kumuki Base Edit
This room is both a treasure chamber and a boss area. The only enemy here is , the main and final boss. There will be four cells, each with one door which is opened by using a single . Each previously collected key allows the player to obtain more rewards by freeing more Porguses. Once the fence is down, players will have to interact with the Porgus, setting it free, which will drop a reward. It is important to notice that when is aggroed, the door the player came from will be closed and all mobs in the instance will be despawned.
Players may deal with this room in two different ways depending on their abilities. Those who are not tight on time can proceed to just attack the boss, killing it before the global timer ends. With dead, the countdown will stop, and (if they are still around) Porguses will be completely safe to be freed with no time limit.
However, if the player is running low on time and/or will not defeat the boss on time, they may alternatively opt to kite the boss around the room while freeing the Porguses. This can be done by taking to one side of the chamber and quickly using the key on the fence. The player will need to move back to the other side again and free the Porgus to obtain the bundle. This can be repeated as many keys as the player is in possession of. Alternatively the boss can also be rooted in one place by specific player skills, though it will resist all other forms of crowd control. While rooted it will still summon its adds, although these will not aggro the player if they are far enough.
Another important aspect is how when a Porgus is about to be killed (and disappear), a single will slowly walk towards the cage. This mob can be effectively aggroed and killed, preventing the Porgus to be killed. If this is killed, the Porgus which he was heading towards will be saved (though an is still required to open the door).
Boss Battle Edit
Fighting can be quite a challenge for certain classes due to its high HP pool and the additional monsters spawned as the battle wears on. His only skills are , a hard hitting single target attack, as well as , a frontal AoE attack. During the fight, additional Kobolds will be summon to his aid; a single (can be disposed of by using on it) and up to four (which can be countered by paralysing them with ). They all disappear after a few seconds of being spawned, however their combined damage can be fatal.
If the player manages to survive and outlast him, the instance ends. will appear, cheering the player, and spawn a fifth bonus chest: the which can be opened with the obtained from the Deserted Elevator section. Once done, the player may leave the instance by using the portal on the back of the room.
Note: Rewards may vary depending on the instalment of the event and the region it is being hosted on. Check the main website for the rewards listings.
By freeing a Porgus, a 22px Hansel's Gift Box (or similar bundle based on the current version) is added to the player's inventory. The will also drop it, making for a maximum of five bundles total per run. When opened, it will grant the player AP Relics, Abyss gear medals and other tokens (depending on the game's patch.
Along with these, depending on the instalment of the event, the player will receive a single 22px Poppy's Letter. These can be used outside the instance to exchange for items through the Ember NPC. Depending on the item, AP and medals might also be required.
- Kumuki Cave has the same terrain layout as Haramel.
- In early installments of the event, five greater chests would also appear behind the . These chests could only be opened with 22px Golden Kumuki Chest Keys.
- Player damage against was increased in later versions.