Iceberg

From MHWiki

Jump to: navigation, search

Contents

"Iceberg" redirects here. For other uses, see Iceberg (disambiguation).

Capturing certain mice under certain conditions in the Iceberg will move the Hunter to the Slushy Shoreline.

Iceberg
Region: Rodentia
Minimum Rank: Lord/Lady
Travel Requirement: Icebreaker License
Required Power Types: Hydro
Required Base: Deep Freeze Base
Number of Mice: 26
Shops: Charm Shoppe
Cheese Shoppe
General Store
Trapsmith
Lose Gold: Yes
Lose Points: Yes
Lose Cheese: Yes
Release Date: 24 May 2012
Iceberg, dead ahead!

Teeming with mice, and on a collision course with the beaches directly outside Gnawnia's castle, this Iceberg must be stopped at all costs!

You must be the rank of Lord/Lady to travel to this dangerous area.


Overview

The Iceberg is a location in the Rodentia region requiring a minimum rank of Lord or Lady and the Icebreaker License to enter. Mice in this location may steal points, gold, or multiple pieces of cheese if not captured.

Hunters with 25,000,000 points can obtain the Icebreaker License from the Harbour Cartographer or S.S. Huntington III Cartographer for 145,000 gold.

All mice found in the Iceberg are part of the Icewing's Invasion group and are weak only to Hydro weapons.

Traveling from this location does not reset the Hunter's progress.

The hunter is automatically transported to the Slushy Shoreline after successfully fighting through the iceberg, or when reaching 250 hunts while in the Hidden Depths or The Deep Lair.

Navigating the Iceberg

Hunters must navigate each zone and then defeat a General to gain access to the following zone. Capturing mice in these zones will move the Hunter through the Iceberg. Failing to capture mice in these zones will sometimes cause Hunters to lose progress.
Each zone has a set length and when Hunters complete their move through a zone they will encounter one of four Generals which must be captured before the Hunter can move into the following zone.

Accessing Icewing's Lair

Hunters will enter Icewing's Lair after successfully navigating all 1,800 feet of the Iceberg and capturing a final Iceberg General. The first time Hunters enter Icewing's Lair, Icewing will not be present and Hunters will need to capture the Frostwing Commander. On all subsequent runs, whether Icewing is present depends on how many hunts Hunters needed to reach Icewing's Lair.

  • 425 Hunts and Under:
Frostwing Commander is present only during first run through the Iceberg
Icewing is present during all runs through Iceberg, except the first
  • Over 425 Hunts:
Frostwing Commander is always present
Icewing is never present

Reaching Icewing's Lair and successfully capturing either the Frostwing Commander or Icewing will move the Hunter to the Slushy Shoreline and award the Hunter with reward chests based on the number of hunts taken:

  • After 275 hunts, hunters have an option to retreat back to the start, and the following message is displayed in the Hunter's Journal:
The Iceberg has smashed the first of the bonus chests! Two more still remain, so keep hunting!
  • After 350 hunts elapse, the following message is displayed in the Journal:
The Iceberg has smashed the second of the bonus chests! There is still one more chest to claim!
  • After 425 hunts elapse, the following message is displayed in the Journal:
The Iceberg has smashed the last of the bonus chests, and Icewing has moved on to supervise another Iceberg invasion.
She has left her second-in-command in charge, who must still be defeated to destroy the Iceberg and protect the good people of Gnawnia.
With most of the fighting mice leaving the Iceberg, the Living Salt mouse can finally roam free, making progress significantly easier.

Reaching the Hidden Depths

To access the Hidden Depths Hunters must capture Icewing in fewer than 250 hunts and with the Deep Freeze Base armed. It will take a minimum of ten hunts to travel through the 200 feet of the Hidden Depths and reach the Deep Lair, so Hunters must have at least eleven hunts (10 for Hidden Depths, 1 for The Deep Lair) remaining after defeating Icewing and entering the Hidden Depths if they wish to reach The Deep Lair and capture the Deep Mouse.

  • At hunt number 249, the following message is displayed in the journal:
With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!
  • At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:
It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

While in this area, the heads-up display adds an additional progress meter, with the following hint:

The Iceberg is crumbling! You have only until Hunt #250 to defeat the Deep Mouse!

Accessing The Deep Lair

Hunter's must travel through the 200 feet of the Hidden Depths and enter The Deep Lair before reaching 250 hunts.

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249.

Capturing the Deep Mouse will move the Hunter to the Slushy Shoreline.

  • At hunt number 249, the following message is displayed in the journal:
With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!
  • At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:
It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!
  • After defeating the Deep Mouse, the hunter is automatically transported to the Slushy Shoreline and the following message is displayed in the journal:
With the Deep Mouse in your trap, the Iceberg finally begins to crack apart around you. With seconds to spare, you jump in your life raft and paddle furiously away, laughing about your incredible victory!

Heads-Up Display

The image in the HUD shows the Hunter's progress into the Iceberg.

The main HUD in the Iceberg tracks the following items:

  • The Hunter's current location within the Iceberg
  • The number of feet traveled
  • The number of hunts taken.
  • The progress toward obtaining the reward chests, with the following tool-tips:
Beat the Iceberg before Hunt #275 to earn the Treasure Chest
Beat the Iceberg before Hunt #350 to earn the Strongbox
Beat the Iceberg before Hunt #425 to earn the Supply Chest
Smashed to smithereens! for smashed reward chests
  • The tool tip before purchasing an Ice Drill reads:
Want to descend through the Iceberg faster? Buy the Ice Drill Mk. 1 from the General Store and carve your way to victory!
  • The tool-tip after purchasing an Ice Drill reads:
Use Drill Charges to drill 20 feet down. You can use it [X] times during this Iceberg invasion.
Caution: Drilling past Mouse Generals will skip them and their loot.
  • The tool-tip after an Ice Drill overheats reads:
Your ice drill has overheated! You have used it to the maximum [X] times during this Iceberg invasion.

After entering the Hidden Depths and while in The Deep Lair, the portion of the HUD that tracks the reward chests changes to a status bar that crumbles as each hunt is taken. The tool tip reads:

The Iceberg is crumbling! You have only until Hunt #250 to defeat the Deep Mouse!

Hunting Equipment

There are a number of items that can help the Hunter better navigate the Iceberg.

Weapons

There are four weapons that have special effects in the Iceberg location. These weapons must be created in a specific order.

The Steam Laser Mk. I can be purchased at the Slushy Shoreline Trapsmith or Iceberg Trapsmith for 345,000 gold, as well as the following items:
This weapon provides an additional 1,750 Power and 3 Luck in the Slushy Shoreline and Iceberg.
Smashing the Steam Laser Mk. I with the Hunter's Hammer produces Steam Laser Mk. I Parts, which are required for crafting the Steam Laser Mk. II.
The Steam Laser Mk. I can be reassembled from Steam Laser Mk. I Parts.
Reconstruction Formula: Rebuild Steam Laser Mk. I
Recipe can be unlocked by: Capture a mouse using the Steam Laser Mk. I
Item Qty Cost (Each) Source
Steam Laser Mk. I Parts 1 N/A
Total 0
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Steam Laser Mk. II can only be crafted given the proper ingredients. It requires Steam Laser Mk. I Parts obtained by smashing the Steam Laser Mk. I with the Hunter's Hammer.
This weapon provides an additional 1,250 Power and 2 Luck in the Slushy Shoreline and Iceberg.
Capturing Icewing with this weapon converts it to the Steam Laser Mk. II (Broken!), which is required for obtaining trap parts necessary for crafting the Steam Laser Mk. III.
Hunters must have 25,500,000 points to craft the Steam Laser Mk. II.
Formula: Steam Laser Mk. II
Recipe can be unlocked by: Capture a mouse using the Steam Laser Mk. I
Item Qty Cost (Each) Source
Steam Laser Mk. I Parts 1 345,000
Bottled Cold Fusion 4 N/A
Well-sealed Canister 1 N/A
Frosty Metal 15 N/A
Heating Oil 15 N/A
Wire Spool 15 N/A
Total 345,000
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Steam Laser Mk. II (Broken!) can only be obtained by catching Icewing with Steam Laser Mk. II. This trap has zero power and will not capture mice.
Smashing this weapon with the Hunter's Hammer results in Steam Laser Mk. II Parts, which are used in crafting the Steam Laser Mk. III.


The Steam Laser Mk. III can only be crafted given the proper ingredients. It requires Steam Laser Mk. II Parts, which are obtained by smashing the Steam Laser Mk. II with the Hunter's Hammer
This weapon provides an additional 1,500 Power and 2 Luck in the Slushy Shoreline and Iceberg.
Hunters must have 25,500,000 points to craft the Steam Laser Mk. III.
Formula: Steam Laser Mk. III
Recipe can be unlocked by: Capture an Icewing Mouse
Item Qty Cost (Each) Source
Steam Laser Mk. II Parts 1 N/A
Steam Nine 1 N/A
Total 0
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.

Bases

There are five bases that have special effects in the Iceberg.

The Magnet Base can only be crafted given the proper ingredients.
This base increases the attraction rate of the Chipper and Icebreaker mice in the Treacherous Tunnels and the Bombing Run and the Chipper Mouse in the Mad Depths.
Hunters must have 25,000,000 points to craft the Magnet Base.
Formula: Magnet Base
Recipe can be unlocked by: Catch any of the following:
General Drheller
Lady Coldsnap
Lord Splodington
Princess Fist
Item Qty Cost (Each) Source
Magnet Base Blueprints 1 48,500
Bottled Cold Fusion 3 N/A
Frosty Metal 5 N/A
Heating Oil 2 N/A
Wire Spool 5 N/A
Total 48,500
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Spiked Base can only be crafted given the proper ingredients.
This base prevents the loss of depth when encountering Mammoth and Yeti mice in the Brutal Bulwark and the Snow Bowler Mouse in the Brutal Bulwark, Bombing Run, and Mad Depths.
Hunters must have 25,000,000 points to craft the Spiked Base.
Formula: Spiked Base
Recipe can be unlocked by: Catch any of the following:
General Drheller
Lady Coldsnap
Lord Splodington
Princess Fist
Item Qty Cost (Each) Source
Spiked Base Blueprints 1 97,500
Bottled Cold Fusion 6 N/A
Frosty Metal 5 N/A
Heating Oil 10 N/A
Splintered Wood 50 150
(7,500 total)
Wire Spool 5 N/A
Total 105,000
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Remote Detonator Base can only be crafted given the proper ingredients.
Using this base to capture the Heavy Blaster, Saboteur, and Stickybomber mice in the Bombing Run advances Hunters 20 feet.
Hunters must have 25,000,000 points to craft the Remote Detonator Base.
Formula: Remote Detonator Base
Recipe can be unlocked by: Catch any of the following:
General Drheller
Lady Coldsnap
Lord Splodington
Princess Fist
Item Qty Cost (Each) Source
Remote Detonator Base Blueprints 1 48,500
Bottled Cold Fusion 3 N/A
Frosty Metal 2 N/A
Heating Oil 1 N/A
Wire Spool 8 N/A
Total 48,500
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Hearthstone Base can only be crafted given the proper ingredients.
This base repels Iceblade and Water Wielder mice in The Mad Depths.
Hunters must have 25,000,000 points to craft the Hearthstone Base.
Formula: Hearthstone Base
Recipe can be unlocked by: Catch any of the following:
General Drheller
Lady Coldsnap
Lord Splodington
Princess Fist
Item Qty Cost (Each) Source
Hearthstone Base Blueprints 1 147,500
Bottled Cold Fusion 10 N/A
Frosty Metal 8 N/A
Heating Oil 8 N/A
Wire Spool 14 N/A
Total 147,500
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.


The Deep Freeze Base can only be crafted given the proper ingredients.
The Deep Freeze Base receives a bonus 665 power and 9 luck before hunt 250 in Icewing's Lair, the Hidden Depths and The Deep Lair.
Hunters wishing to enter the Hidden Depths in order to access The Deep Lair must use the Deep Freeze Base to capture Icewing before hunt 250.
If Hunters prefer the strength or luck provided by another base, the Deep Freeze Base can be disarmed after capturing Icewing. Its use is not required in the Hidden Depths or The Deep Lair.
Hunters must have 25,500,000 points to craft the Deep Freeze Base.
Formula: Deep Freeze Base
Recipe can be unlocked by: Capture an Icewing Mouse
Item Qty Cost (Each) Source
Deep Freeze Base Blueprints 1 N/A
Steam Nine 1 N/A
Bottled Cold Fusion 6 N/A
Bead of Slumber 1 2,000
Frosty Metal 18 N/A
Living Shard 32 1,200
(38,400 total)
Stale SUPER|Brie+ 22 N/A
Tiny Platinum Bar 6 60,000
(360,000 total)
Wire Spool 20 N/A
Total 400,400
Recipe costs represent Shoppe prices only. The cost of items obtained through other sources will affect the total cost of crafting.
This Limited Edition base combines the effects of all five bases listed above.
It was only available for purchase from Ronza's Traveling Shoppe 2017

Charms

These charms can be used in the Treacherous Tunnels, Brutal Bulwark, Bombing Run, and The Mad Depths. They provide no effect in Icewing's Lair, the Hidden Depths, or The Deep Lair.

The Sticky Charm prevents losing progress when failing to catch a Bergling mouse.

A Sticky Charm 5-Pack can be bought at the Slushy Shoreline Charm Shoppe or Iceberg Charm Shoppe for 1 War Scrap.
Sticky Charms are dropped as loot by mice in the Iceberg.

The Wax Charm provides a progress bonus of 1 foot when catching a Bergling mouse.

A Wax Charm 5-Pack can be bought at the Slushy Shoreline Charm Shoppe or Iceberg Charm Shoppe for 1 War Scrap.
Wax Charms are dropped as loot by mice in the Iceberg.

Drills and Drill Charges

Ice Drills are a specialized drill used to quickly bore through ice, assisting Hunters in reaching greater depths in the Iceberg. There are four types of Ice Drills. Ice Drills and the Drill Charges used to power them can be purchased in the Slushy Shoreline General Store or Iceberg General Store.

The more advanced the Ice Drill, the more Drill Charges it can use before it overheats. Once an Ice Drill overheats hunters will not be able to use it again until they start a new run in the Iceberg.

Each Ice Drill can skip 20 feet of the Iceberg per Drill Charge used.

Drilling past Iceberg Generals will skip them and their loot.
Drill Charges cannot be used to skip past Icewing's Lair, but can be used in the Hidden Depths to reach The Deep Lair.

Upgrading an Ice Drill during an Iceberg invasion will not cool it down.

Example: Using 7 Drill Charges with the Ice Drill Mk. III and then upgrading to the Diamond Ice Drill in the same run will allow you to use 1 extra Drill Charge on that invasion, not an additional 8.

A hunter can own only one of each type of Ice Drill at a time
Drills can be repurchased after an upgrade if hunters wish to have a complete set, though a complete set confers no bonuses.

Type of Ice Drill
Maximum
Drill Charges
Used
(Per Invasion)
Cost
Free Drill Charges
With
First Purchase Only
Trap Requirement
(Not Spent)
Ice Drill Mk. I 5 50,000 gold
10 War Scraps
3 Drill Charges Steam Laser Mk. I
Ice Drill Mk. II 6 100,000 gold
25 War Scraps
Ice Drill Mk. I
3 Drill Charges Steam Laser Mk. II
Ice Drill Mk. III 7 150,000 gold
50 War Scraps
Ice Drill Mk. II
4 Drill Charges Steam Laser Mk. III
Diamond Ice Drill 8 300,000 gold
100 War Scraps
Ice Drill Mk. III
Diamond Drill Bits
5 Drill Charges Steam Laser Mk. III

Each use of a Drill Charge leaves the following message in the Hunter's Journal:

I used a Drill Charge and carved 20 feet through the Iceberg!

Hovering over the Drill button on the Heads Up Display (HUD) of the Iceberg normally shows this message:

Use Drill Charges to drill 20 feet down. You can use it [X] times during this iceberg invasion.
Caution: Drilling past Mouse Generals will skip them and their loot.

After using the maximum number of Drill Charges, the message changes to:

Your Ice Drill has overheated! You have used it the maximum [X] times during this Iceberg invasion.

Cold Fusion Bomb

The Cold Fusion Bomb can be purchased in the Iceberg General Store or Slushy Shoreline General Store in exchange for 25,000 gold and 1 Bottled Cold Fusion.

When activated on the Iceberg, the Cold Fusion Bomb ends the Hunter's current invasion and moves them to the Slushy Shoreline. All Iceberg progress is lost.

The Cold Fusion Bomb may be used at any time, but scatters the bonus chests, rendering them uncollectible.

Because the mice on the Iceberg were not defeated, this does not count as an Iceberg completion so far as the King's record keepers are concerned.

Using the Cold Fusion Bomb leaves the following message in the Hunter's Journal:

The Cold Fusion Bomb shudders, shakes, and coughs. The lights go dim. For a good while, nothing happens. Then, suddenly, the entire Iceberg around you instantly turns to water. You are swamped, and barely able to keep your head above water. When you finally manage to find solid ground beneath your feet, you find yourself on the Slushy Shoreline.

Mouse Locator

The mice found in Icewing's Lair are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in the Iceberg.

Mouse
Group
Treacherous Tunnels
Brutal Bulwark
Bombing Run
The Mad Depths
General Encounter
Icewing's Lair
Hidden Depths
The Deep Lair
Chipper Tunnel Rat X X X
Deep N/A X
Frostlance Guard N/A X X
Frostwing Commander N/A X X
General Drheller Generals X
Heavy Blaster Bomb Squad X
Iceblade Zealot X
Iceblock Bergling X X X
Icebreaker Tunnel Rat X X
Icewing N/A X
Incompetent Ice Climber Bergling X
Lady Coldsnap Generals X
Living Salt N/A X X X X X
Lord Splodington Generals X
Mammoth Brute X
Polar Bear Bergling X X
Princess Fist Generals X
Saboteur Bomb Squad X
Snow Bowler Brute X X X
Snow Slinger Bergling X X X
Snow Soldier Bergling X
Snowblind Bergling X
Stickybomber Bomb Squad X
Water Wielder Zealot X
Wolfskie Bergling X X
Yeti Brute X

Mice with Special Requirements

WARNING: Hunts used to capture this mouse will count against the hunts needed for reaching specific areas of the Iceberg. Capturing the M400 provides no movement through the Iceberg.

Treacherous Tunnels

The Treacherous Tunnels have a depth of 300 feet.

The Treacherous Tunnels are the first section of the Iceberg that Hunters will encounter.
The Treacherous Tunnels distance runs from 0 to 300 feet. Upon entering the Iceberg, the following message is displayed on the Journal:

I entered the Iceberg. Busily burrowing Tunnel Rats roam the corridors, carving new pathways in the fragile ice!

Mice

The mice found in Treacherous Tunnels are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Wax Charms will provide a 1 foot bonus when capturing Bergling mice.
Sticky Charms will prevent losing progress when failing to catch the Bergling mice.

The Magnet Base will improve the attraction rate of the Tunnel Rat mice.

Mouse
Points
Gold
Mouse Group
Catch
Catch
with
Wax Charm
Failure To Catch
Failure To Catch
with
Sticky Charm
Loot
Movement (in feet)
Chipper 4,525 1,235 Tunnel Rat +16 +16 0 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Icebreaker 5,850 1,320 Tunnel Rat +16 +16 0 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Incompetent Ice Climber 5,230 750 Bergling +4 +5 -4 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Living Salt 1,525 550 N/A +20 +20 0 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Polar Bear 6,760 1,865 Bergling +8 +9 -4 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Slinger 7,825 2,450 Bergling +8 +9 -4 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Soldier 6,430 2,230 Bergling +4 +5 -4 0 Hunting Research (5,000 points)
Satchel of Gold (2,000)
Sticky Charm
Wax Charm

Brutal Bulwark

The Brutal Bulwark has a depth of 300 feet.

To enter the Brutal Bulwark, Hunters must complete the Treacherous Tunnels and either defeat an Iceberg General or use a Drill Charge to skip over the General encounter.

The Brutal Bulwark's distance runs from 301 to 600 feet. Upon entering this zone, the following message is displayed on the Journal:

I entered Brutal Bulwark. Massively strong Brute mice knock back all who approach!

Mice

The mice found in Brutal Bulwark are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Wax Charms will provide a 1 foot bonus when capturing Bergling mice.
Sticky Charms will prevent losing progress when failing to catch the Bergling mice.

The Spiked Base will prevent losing progress when encountering Brute mice.

Mouse
Points
Gold
Mouse Group
Catch
Catch
with
Wax Charm
Failure To Catch
Failure To Catch
with
Sticky Charm
Catch
Failure To Catch
Loot
Movement (in feet) Spiked Base effect
Iceblock 7,425 1,265 Bergling +8 +9 -4 0 No Effect No Effect Frozen Sealed Bottle
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Living Salt 1,525 550 N/A +20 +20 0 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Mammoth 10,250 2,020 Brute -6 -6 -20 -20 No Loss
Of Progress
No Loss
Of Progress
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Polar Bear 6,760 1,865 Bergling +8 +9 -4 0 No Effect No Effect Frozen Sealed Bottle
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Bowler 11,650 3,845 Brute -4 -4 -16 -16 No Loss
Of Progress
No Loss
Of Progress
Frozen Sealed Bottle
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Slinger 7,825 2,450 Bergling +8 +9 -4 0 No Effect No Effect Frozen Sealed Bottle
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Yeti 9,850 1,245 Brute -4 -4 -16 -16 No Loss
Of Progress
No Loss
Of Progress
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm

Bombing Run

The Bombing Run has a depth of 1,000 feet.

To enter the Bombing Run, Hunters must complete the Brutal Bulwark and either defeat an Iceberg General or use a Drill Charge to skip over the General encounter.

The Bombing Run's distance runs from 601 to 1,600 feet. Upon entering this zone, the following message is displayed on the Journal:

I entered Bombing Run. Explosions echo off the walls - surely the work of the Bomb Squad!

Mice

The mice found in the Bombing Run are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Wax Charms will provide a 1 foot bonus when capturing Bergling mice.
Sticky Charms will prevent losing progress when failing to catch the Bergling mice.

The Magnet Base will improve the attraction rate of the Tunnel Rat mice.
The Spiked Base will prevent losing progress when encountering Brute mice.
The Remote Detonator Base will cause Bomb Squad mice to provide 20 feet of movement when captured.

Mouse
Points
Gold
Mouse Group
Catch
Catch
with
Wax Charm
Failure To Catch
Failure To Catch
with
Sticky Charm
Catch
Failure To Catch
Catch
Failure To Catch
Loot
Movement (in feet) Spiked Base
effect
Remote Detonator Base
effect
Chipper 4,525 1,235 Tunnel Rat +16 +16 0 0 No Effect No Effect No Effect No Effect Frozen Sealed Bottle
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Heavy Blaster 7,200 1,150 Bomb Squad +10 +10 -6 -6 No Effect No Effect Advance
20 feet
No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Iceblock 7,425 1,265 Bergling +8 +9 -4 0 No Effect No Effect No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Icebreaker 5,850 1,320 Tunnel Rat +16 +16 0 0 No Effect No Effect No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Living Salt 1,525 550 N/A +20 +20 0 0 No Effect No Effect No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Saboteur 6,800 850 Bomb Squad +8 +8 -4 -4 No Effect No Effect Advance
20 feet
No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Bowler 11,650 3,845 Brute -4 -4 -16 -16 No Loss Of Progress No Loss Of Progress No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Slinger 7,825 2,450 Bergling +8 +9 -4 0 No Effect No Effect No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Stickybomber 6,850 725 Bomb Squad +9 +9 -5 -5 No Effect No Effect Advance
20 feet
No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Wolfskie 8,250 1,100 Bergling +4 +5 -4 0 No Effect No Effect No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm

The Mad Depths

The Mad Depths have a depth of 200 feet.

To enter The Mad Depths, Hunters must complete the Bombing Run and either defeat an Iceberg General or use a Drill Charge to skip over the General encounter.

The Mad Depth's distance runs from 1,601 to 1,800 feet. Upon entering this zone, the following message is displayed on the Journal:

I entered The Mad Depths. The mad cackles of the Zealot Mice cause goose pimples to form!

Mice

The mice found in The Mad Depths are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Wax Charms will provide a 1 foot bonus when capturing Bergling mice.
Sticky Charms will prevent losing progress when failing to catch the Bergling mice.

The Magnet Base will improve the attraction rate of the Tunnel Rat mice.
The Spiked Base will prevent losing progress when encountering Brute mice.
The Hearthstone Base will prevent the attraction of Zealot mice..

Mouse
Points
Gold
Mouse Group
Catch
Catch
with
Wax Charm
Failure To Catch
Failure To Catch
with
Sticky Charm
Catch
Failure To Catch
Loot
Movement (in feet) Spiked Base effect
Chipper 4,525 1,235 Tunnel Rat +16 +16 0 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Iceblade 14,560 3,850 Zealot 0 0 -5 -5 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Iceblock 7,425 1,265 Bergling 8 9 -4 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Living Salt 1,525 550 N/A +20 +20 0 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snow Bowler 11,650 3,845 Brute -4 -4 -16 -16 No Loss
Of Progress
No Loss
Of Progress
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Snowblind 8,835 850 Bergling +4 +5 -4 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Water Wielder 13,250 4,920 Zealot 0 0 -5 -5 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Wolfskie 8,250 1,100 Bergling +4 +5 -4 0 No Effect No Effect Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm

Generals

Generals appear as an encounter between the Treacherous Tunnels and the Brutal Bulwark, between the Brutal Bulwark and the Bombing Run, between the Bombing Run and The Mad Depths, and between The Mad Depths and Icewing's Lair. Generals are not encountered beyond Icewing's Lair.

Hunters must defeat a General in order to move into the next zone. Using a Drill Charge will skip the General encounter and mover the Hunter into the next zone.

If a mouse is caught near the end of a zone that would advance a hunter beyond the start of the next zone, the following message is displayed on the Journal:

I caught an X Mouse and advanced through the Iceberg, but was stopped by a General! A challenge awaits!

If a mouse is caught near the end of a zone that advances a hunter perfectly to the end of their current zone, the above message is not displayed.

General Cycling

Hunters will encounter a randomly chosen General between zones and will have 3 encounters in which to capture it.
If the Hunter fails to capture that General after three encounters, another General is randomly selected from the four and the Hunter will have another three encounters to capture the new General.
Hunters can encounter the same General as in the previous set of encounters.
Successfully capturing a General will move the Hunter into the next zone.

General Drheller

  • Failing to capture General Drheller will send the Hunter back 6 feet into the previous zone.
Hunters will then need to capture mice to move them forward 6+ feet to the General encounter, where they will encounter General Drheller a second time.
  • Failing to capture General Drheller for a second time will again send the Hunter 6 feet back into the previous zone.
Hunters will then need to capture mice to move them forward 6+ feet to the General encounter, where they will encounter General Drheller a third time.
  • Failing to capture General Drheller for a third time will again send the Hunter 6 feet back into the previous zone.
Hunters will then need to capture mice to move them forward 6+ feet to the General encounter, where they will encounter a randomly selected General.

By purposefully failing to capture a General, Hunters can stay in the General encounter and cycle through Generals until the mouse they wish to encounter is selected.

Mice

The Iceberg General mice are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all four Generals, but SUPER|brie+ will increase the attraction rate of General Drheller.

Mouse
Points
Gold
Catch
Failure To Catch
Loot
Movement (in feet)
General Drheller 36,545 7,595 +50 -6 Ancient Relic
Bottled Cold Fusion
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Lady Coldsnap 27,580 3,745 +8 0 Bottled Cold Fusion
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Lord Splodington 21,450 3,295 +4 0 Bottled Cold Fusion
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm
Princess Fist 23,125 3,550 +12 0 Bottled Cold Fusion
Hunting Research (5,000) points
Satchel of Gold (2,000)
Sticky Charm
Wax Charm

Icewing's Lair

To enter Icewing's Lair, Hunters must complete The Mad Depths and either defeat an Iceberg General or use a Drill Charge to skip over the General encounter.

Successfully capturing the Frostwing Commander will end the Hunter's Iceberg run and move them to the Slushy Shoreline.
Successfully capturing Icewing without the Deep Freeze Base armed will end the Hunter's Iceberg run and move them to the Slushy Shoreline.
Successfully capturing Icewing with the Deep Freeze Base armed, and in fewer than 250 hunts, will allow the Hunter to access the Hidden Depths.

Invading Icewing's Lair for the First Time

Hunters entering Icewing's Lair for the first time will not be able to encounter Icewing. The Frostwing Commander will be present, along with Frostlance Guard mice.

Upon entering Icewing's Lair for the first time, the following message is displayed on the Journal:

I entered Icewing's Lair. Icewing herself has since moved on, but she's left behind her second-in-command, the Frostwing Commander, who must be defeated to save the good people of Gnawnia from this icy invasion!

Completing the invasion by capturing the Frostwing Commander will generate the following message in the journal (if completed within 425 hunts):

I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion! In amongst the Iceberg's wreckage is X bonus chests!

If more than 425 hunts are taken, the message is shorter:

I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion!

Additional Invasions

Hunters reaching Icewing's Lair in 425 or fewer hunts will be able to encounter Icewing.
Icewing will retreat when Hunters exceed 425 hunts while in Icewing's Lair.
Hunters will not be able to encounter Icewing if they enter Icewing's Lair with more than 425 hunts.
After 425 hunts, Icewing is replaced by the Frostwing Commander.

Upon entering Icewing's Lair after 425 hunts, the following message is displayed on the Journal:

I entered Icewing's Lair. Icewing herself has since moved on, but she's left behind her second-in-command, the Frostwing Commander, who must be defeated to save the good people of Gnawnia from this icy invasion!

When reaching Icewing's Lair within 425 hunts, the following message is displayed on the Journal:

I entered Icewing's Lair. This is it – the big showdown!

After defeating Icewing using Steam Laser Mk. II, the Hunter's weapon is converted to Steam Laser Mk. II (Broken!), with this message in the journal:

Fueled by her terrible defeat at your hands, Icewing has destroyed and defaced your trap in a fit of icy rage! But in her haste, she seems to have dropped something – perhaps combining it with the destroyed trap parts will create a trap she truly fears!

After the second defeat of Icewing, the following message is displayed in the journal:

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once.Leaping from the crumbling wreckage, you notice a tunnel collapsing in the distance. If only you had more time and a safe method to preserve the Iceberg's structure, perhaps you could have explored it!

Whether the hunter remains in the Iceberg or is returned to Slushy Shoreline after catching Icewing depends only on how many hunts have elapsed and what base was armed, and not what trap was in use.

Accessing the Hidden Depths

To access the Hidden Depths, Hunters must defeat Icewing with the Deep Freeze (or Ultimate Iceberg) base armed and in fewer than 250 hunts.

Upon entering Icewing's Lair within 250 hunts and with the Deep Freeze base available to arm, the following message is displayed:

I entered Icewing's Lair and my Deep Freeze Base began glowing! Something's happening!

The message is similar if Ultimate Iceberg Base is armed.

After defeating Icewing using the Deep Freeze Base and within 249 hunts, the following message is displayed in the journal (except when Steam Laser Mk. II is also armed), as the hunter enters the Hidden Depths:

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once. In response, your Deep Freeze Base emits an icy chill, and the explosions slow and then cease. The Iceberg continues to shudder distressingly, but you judge you have [X] hunts remaining to explore.

Mice

The mice found in Icewing's Lair are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Capturing Icewing with the Deep Freeze Base armed, and in fewer than 250 hunts, will allow Hunters to access the Hidden Depths.

Mouse
Points
Gold
Loot
Frostlance Guard
Always Present
7,435 935 Hunting Research (5,000) points
Hunting Research (10,000) points
Satchel of Gold (1,000)
Satchel of Gold (2,000)
Satchel of Gold (5,000)
Sticky Charm
Wax Charm
Frostwing Commander
425 Hunts and Under:
Present only during first run through Iceberg

Over 425 Hunts:
Always Present
22,550 7,525 Drill Charge
Hunting Research (5,000) points
Hunting Research (10,000) points
Satchel of Gold (2,000)
Satchel of Gold (5,000)
Sticky Charm
War Scrap
Wax Charm
Well-sealed Canister
Icewing
425 Hunts and Under:
Present during all runs through Iceberg, except the first

Over 425 Hunts:
Never Present
51,250 11,295 Ancient Relic
Deep Freeze Base Blueprints
Drill Charge
Hunting Research (5,000) points
Satchel of Gold (2,000)
Steam Nine
Sticky Charm
War Scrap
Wax Charm
Zugzwang's Scarf

Hidden Depths

The Hidden Depths have a depth of 200 feet.

To access the Hidden Depths, Hunters must defeat Icewing with the Deep Freeze Base armed and in fewer than 250 hunts.

After defeating Icewing using the Deep Freeze Base and within 249 hunts, the following message is displayed in the journal (except when Steam Laser Mk. II is also armed), as the hunter enters the Hidden Depths:

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once. In response, your Deep Freeze Base emits an icy chill, and the explosions slow and then cease. The Iceberg continues to shudder distressingly, but you judge you have [X] hunts remaining to explore.

At hunt number 249, the following message is displayed in the journal:

With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!

At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:

It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

Accessing The Deep Lair

To access The Deep Lair, Hunters must complete the Hidden Depths before reaching 250 hunts.

Mice

The mice found in the Hidden Depths are all part of the Icewing's Invasion group and are weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract all mice found in this zone.

Mouse
Points
Gold
Catch
Failure To Catch
Loot
Movement (in feet)
Frostlance Guard 7,435 935 +15 0 Hunting Research (10,000) points
Satchel of Gold (1,000)
Satchel of Gold (2,000)
Satchel of Gold (5,000)
Frostwing Commander 22,550 7,525 +10 0 Hunting Research (10,000) points
Satchel of Gold (5,000)
Well-sealed Canister
Living Salt 1,525 550 +20 0 Hunting Research (10,000) points
Satchel of Gold (5,000)

The Deep Lair

Hunter's must travel through the 200 feet of the Hidden Depths and enter The Deep Lair before reaching 250 hunts.

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249.

Capturing the Deep Mouse will move the Hunter to the Slushy Shoreline.

  • At hunt number 249, the following message is displayed in the journal:
With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!
  • At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:
It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!
  • After defeating the Deep Mouse, the hunter is automatically transported to the Slushy Shoreline and the following message is displayed in the journal:
With the Deep Mouse in your trap, the Iceberg finally begins to crack apart around you. With seconds to spare, you jump in your life raft and paddle furiously away, laughing about your incredible victory!

Mice

The Deep mouse is the only mouse found in The Deep Lair and is part of the Icewing's Invasion group and is weak only to Hydro weapons.
Standard Cheese and SUPER|brie+ will attract the Deep mouse.

Mouse
Points
Gold
Loot
Deep 142,550 24,525 Ancient Relic
Deep Thought (25,000) points
Plankrun's Iceberg Notes
Satchel of Gold (10,000)

Hunting Strategy

All mice found in the Iceberg are part of the Icewing's Invasion group and are weak only to Hydro weapons. Standard Cheese and SUPER|brie+ will attract all mice found in the Iceberg.

Traveling from this location does not reset the Hunter's progress.

Hunter's are automatically transported to the Slushy Shoreline after successfully fighting through the iceberg, or when reaching 250 hunts while in the Hidden Depths or The Deep Lair.

Hunters must navigate each zone of the Iceberg and then defeat a General to gain access to the following zone. Capturing mice in these zones will move the Hunter through the Iceberg. Failing to capture mice in these zones will sometimes cause Hunters to lose progress.
Each zone has a set length and when Hunters complete their move through a zone they will encounter one of four Generals which must be captured before the Hunter can move into the following zone.

Hunters will enter Icewing's Lair after successfully navigating all 1,800 feet of the Iceberg and capturing a final Iceberg General. The first time Hunters enter Icewing's Lair, Icewing will not be present and Hunters will need to capture the Frostwing Commander. On all subsequent runs, whether Icewing is present depends on how many hunts Hunters needed to reach Icewing's Lair.

  • 425 Hunts and Under:
Frostwing Commander is present only during first run through the Iceberg
Icewing is present during all runs through Iceberg, except the first
  • Over 425 Hunts:
Frostwing Commander is always present
Icewing is never present

Reaching Icewing's Lair and successfully capturing either the Frostwing Commander or Icewing will move the Hunter to the Slushy Shoreline and award the Hunter with reward chests based on the number of hunts taken:

To access the Hidden Depths Hunters must capture Icewing in fewer than 250 hunts and with the Deep Freeze Base armed. It will take a minimum of ten hunts (without using Drill Charges) to travel through the 200 feet of the Hidden Depths and reach the Deep Lair, so Hunters must have at least eleven hunts (10 for Hidden Depths, 1 for The Deep Lair) remaining after defeating Icewing and entering the Hidden Depths if they wish to reach The Deep Lair and capture the Deep Mouse.

Hunter's must travel through the 200 feet of the Hidden Depths and enter The Deep Lair before reaching 250 hunts.

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249. Capturing the Deep mouse will move the Hunter to the Slushy Shoreline.

Living Salt mice become more numerous once Hunters exceed 425 hunts. Hunters wishing to target the Living Salt Mouse can arm a trap setup that results in more failures to catch which will increase the number of hunts taken without providing positive movement through the Iceberg.

Hunters wishing to capture a specific Iceberg General can use General Cycling to encounter the desired mouse.

Hunters will need to make several trips through the Iceberg in order to craft all of the Iceberg Bases and all of the Iceberg Weapons. Obtaining the Iceberg Weapons allows Hunters to purchase Ice Drills that use Drill Charges to move the Hunter through the Iceberg.

Location-Specific Effects

Charms

Traps

Bases

Adventure Book

Hunters can complete the Hunt for Icewing by catching Icewing in the Iceberg using the Steam Laser Mk. II to recover Zugzwang's Scarf.

Library Assignments

WARNING: Hunts used to capture the M400 will count against the hunts needed for reaching specific areas of the Iceberg. Capturing the M400 provides no movement through the Iceberg.

Tournaments

Iceberg mice are worth points during some Tournaments.

Treasure Maps

Many mice in the Iceberg are often found on Icebreaker Treasure Maps and Relic Hunter Treasure Maps.

Hunting tips by Larry

Our brave and daring scouts have reported that the Iceberg is broken up into five distinct zones with different mice in each. The further down you go, the more dangerous it becomes!

Treacherous Tunnels: Tunnel Rats roam these halls, ever-expanding the Iceberg's tunnel network. Their tools can be put to use making your own tunnels, so catch as many of them as you can!

Brutal Bulwark: Dangerous Brutes live here, and they'll knock you silly! At the very least, they'll knock you back a few paces, slowing you drastically. If only you could find a way to stop them...

Bombing Run: Bomb Squad mice use high explosives to carve huge caverns and trip up intruders. But if you could turn their bombs against them, you could certainly speed up your descent.

The Mad Depths: Mad Zealot mice prowl here. They are both hard to catch and powerful – they will knock you back if you don't catch them. Avoiding them would be best.

Icewing's Lair: Icewing herself commands the Iceberg's deployment from here, deep in the heart of the Iceberg. Be brave in facing her, hunter, as she will give no quarter!

If you check the shops, there's loads of new gear to help you combat these new dangers, including Wax Charms and Sticky Charms, which have specific uses against Bergling mice, whom you'll find in every zone.

Floating in the path of the Iceberg are three bonus chests holding supplies for the icy invasion. If you can defeat the Iceberg before it reaches them, their contents will be yours! If the Iceberg crashes into them, their contents will be lost to you as they float ashore to be used by the invaders, so work quickly for the most rewards!

Shops

These are the shops that can be found in the Iceberg:

Charm Shoppe

Item
Cost
Per Piece
Refund
Per Piece
Wax Charm 5-Pack 1 War Scrap N/A
Sticky Charm 5-Pack 1 War Scrap N/A

Cheese Shoppe

Item
Cost
Per Piece
Refund
Per Piece
Swiss 100 100
Brie 200 200
Gouda 600 600

General Store

Item
Cost
Per Piece
Refund
Per Piece
Drill Charge 5,000
5 War Scraps
2 Bottled Cold Fusions
N/A
Cold Fusion Bomb 25,000
1 Bottled Cold Fusion
N/A
Ice Drill Mk. I 50,000
10 War Scraps
N/A
Ice Drill Mk. II 100,000
25 War Scraps
Ice Drill Mk. I
N/A
Ice Drill Mk. III 150,000
50 War Scraps
Ice Drill Mk. II
N/A
Diamond Ice Drill 300,000
100 War Scraps
Ice Drill Mk. III
Diamond Drill Bits
N/A

Trapsmith

Weapons
Item
Power Type
Cost
Refund
Requirement
Steam Laser Mk. I Hydro 345,000
5 Wire Spools
5 Heating Oil
5 Frosty Metals
62,100 25,500,000
points to equip

Links



Locations
(quick reference)
Gnawnia:  • Meadow   • Town of Gnawnia   • Windmill   • Harbour
 • Mountain
Valour:  • King's Arms   • Tournament Hall   • King's Gauntlet
Whisker Woods:  • Calm Clearing   • Great Gnarled Tree   • Lagoon
Burroughs:  • Laboratory   • Toxic Spill   • Town of Digby   • Mousoleum   • Bazaar
Furoma:  • Training Grounds   • Dojo   • Meditation Room   • Pinnacle Chamber
Bristle Woods:  • Catacombs   • Forbidden Grove   • Acolyte Realm
Tribal Isles:  • Cape Clawed   • Elub Shore   • Nerg Plains   • Derr Dunes
 • Jungle of Dread   • Dracano   • Balack's Cove
Varmint Valley:  • Claw Shot City   • Gnawnian Express Station   • Fort Rox
Rodentia:  • S.S. Huntington III   • Slushy Shoreline   • Seasonal Garden   • Zugzwang's Tower
 • Crystal Library   • Iceberg   • Sunken City
Sandtail Desert:  • Fiery Warpath   • Muridae Market   • Living Garden
 • Lost City   • Sand Dunes   • Twisted Garden   • Cursed City   • Sand Crypts
Hollow Heights:  • Fungal Cavern   • Labyrinth   • Zokor   • Moussu Picchu
Rift Plane:  • Gnawnia Rift   • Burroughs Rift   • Whisker Woods Rift   • Furoma Rift
 • Bristle Woods Rift
King's Party Zone:  • Great Gnawnian Games
 • Great Winter Hunt
 • Halloween
 • Lunar New Year
 • MouseHunt Birthday
 • Spring Egg Hunt
 • Valentine's Day
 • Ronza: Ronza's Traveling Shoppe
 • Historic uses: Events
Others:  • King's Stockade   • Vacant Lot
Personal tools