Quests
Splitpaw Key
Gnoll-faction access quest into the lower halls of Splitpaw Lair.
The Splitpaw Key opens the locked door inside Splitpaw that gates the lower halls — the deeper gnoll camps where the better named live and the real XP camps sit. The chain runs through gnoll-faction grinding and a kill on Lord Grimrot, the named gnoll lord patrolling the lower exterior of the lair. It is the canonical "second-tier dungeon key" for level 30-ish characters working through South Karana and pushing toward harder mid-game content.
The key is no-drop and persistent. Open the door once, you're keyed for life on that character.
At a glance
| Field | Value |
|---|---|
| Reward | Splitpaw Key (no-drop, persistent) |
| Quest type | Key / access |
| Recommended level | 30+ to clear the named that drop the components |
| Solo / group / raid | Group recommended for Lord Grimrot; surface camps are duoable |
| Zones visited | Southern Karana, Splitpaw |
| Time estimate | 1-2 sessions assuming Grimrot is up |
| Prereqs | Survivable in upper Splitpaw; gnoll faction does not gate the kill but matters for travel |
Reward
Splitpaw Key is no-drop, lore, and not consumed on use. Once the door opens, the lower-halls undead and gnoll camps become accessible — those are the more valuable XP and loot camps in Splitpaw, including the name-your-camp midgame named.
The key has no stats. Its only purpose is opening the gate door deep in the upper halls.
Walkthrough
Step 1 — Travel to Splitpaw
Enter Splitpaw from Southern Karana. The zone-in is on the gnoll-controlled hill in the south of South Karana — fight or sneak past the surface gnolls to reach it. Bind in South Karana so death recovery is short.
Step 2 — Clear to the upper-halls camp
Push through the upper halls to the named gnoll camp where the components drop. The path is linear but train-prone; an evac caster or a SoW-equipped puller helps. The upper-halls named patrols are the source of the first key components — kill them on respawn for the drops.
Step 3 — Find Lord Grimrot
Lord Grimrot is the named gnoll lord who patrols the lower exterior loop of the upper halls. He is the gate kill for the chain — his drop is the central component combined with the upper-halls drops to make the key.
He hits hard for level 30 content (group-level damage, occasional add patrols) and benefits from being pulled to a clean spot before engaging. A level 30+ group with a healer will roll him; a level 28 duo will struggle.
Step 4 — Combine the components
With all the key components in inventory, return to the canonical combine NPC (a gnoll deserter or hermit-style character on the upper halls — TAKP-canonical, locale stable across servers). Hand in the components in the correct combination and receive the Splitpaw Key.
Step 5 — Open the lower-halls door
Travel back to the locked door deep in the upper halls. With the key in inventory, the door opens. The lower halls — better camps, harder named, mid-game gear drops — are now yours.
What's behind the door
The lower halls of Splitpaw shift from purely-gnoll camps into mixed gnoll-and-undead territory. The named-tier camps drop the level 30-40 gear that makes Splitpaw a regular farm spot for that bracket. Notable areas include the deeper gnoll command room, the undead-mixed camps near the rear of the lower halls, and the patrol path the lower-halls boss walks.
This is also where The Last Camp's mid-game XP camps in Splitpaw live. A keyed group at level 32-38 can run repeat clears for hours.
Why the chain matters
Splitpaw Key sits in the early-mid bracket of EQ key progression — past Befallen, before the Kunark dungeons. It's the chain that teaches "named-respawn-and-contention" mechanics: Lord Grimrot's slow respawn forces players to coordinate, schedule, and sometimes wait. That's a core EQ-era social skill, and Splitpaw is where most players learn it.
The chain also opens up a long-tail XP camp that stays useful well past the level the key requires.
Custom race-class adjustments
The Splitpaw chain is faction-light by EQ key-quest standards. The components drop regardless of faction, so any race-class combination on The Last Camp can complete the chain provided they can survive the upper halls.
What matters is gnoll faction for travel. South Karana gnolls are the primary roadblock between the zone-in and the dungeon entrance. A character with deeply negative gnoll faction (most non-gnoll-friendly races) should expect to fight their way in or use invisibility to bypass the surface gnoll camps.
The lower halls open the same way for everyone — once keyed, always keyed.
Tips
- Bind in South Karana before entering. Splitpaw deaths can chain quickly.
- Group up for Grimrot. He's the bottleneck and a wipe restart is painful.
- Pull Grimrot clean — he wanders with adds and the upper halls add-pull is a known wipe pattern.
- Camp etiquette matters. During peak hours the named will be contested; coordinate with whoever is camping.
- Don't sell duplicate component drops — bad combines are rare but a spare is worth the bag slot.
- Mid-game gear awaits in the lower halls — once keyed, Splitpaw becomes a regular farm spot for level 30-40 characters.
- Travel sequence: Druid or Wizard port to South Karana is the fastest entry; the overland route from Qeynos through the Karanas is the classic-era path.
- The named drop is character-bound on the kill — multiple party members can pick up their drop from the same Grimrot kill cycle.
Related
- Splitpaw
- Southern Karana
- Befallen Key — the prior-tier key
- Sebilis Key — the Kunark-tier upgrade once you're ready
- Newbie Armor Quests — adjacent early-game progression