Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.
Boss: Nine of the regular bosses (all but Bleaty, Firstborn and Medusa), plus Kinissssch (475 HP, attack 90, Magic Resist 50%, Magical Attack, Corrosive, Death Protection (5), becomes cowardly at 50%)
No altars spawn in the first area unless prepared.
A Hooded Figure will be somewhere in the map. Talk to them to take a one-way trip to the Arena.
The arena has 2 main areas: The Prayer Room and The Arena. The Prayer Room has every altar, each unlockable for 20 gold, except the Pactmaker, who is free.
The arena has three shops which, unlike the rest of the arena, do not respawn each wave. They hold a keg of mana, a keg of health and The Amulet of Yendor. In each of the four corners a monster is spawned. One is level one, one is level three, one is level five, and one is level seven, and they are automatically bloodless.
In the Arena, you will face nine bosses in waves of three. The nine consist of Lord Gobb, Frank the Zombie, Tomithy Longdall, Super Meat Man, Jörmungadnr, Aequitas, The Iron Man, The Tormented One, and The Tower of Goo. After each wave the blackspace in the arena is replenished, (but not the walls of the arena or the prayer zone), and a new wave of bosses and corner monsters will spawn (corner monsters spawn in different locations from previous waves, so you can build them up over multiple waves).
After you defeat the third wave, the blackspace is replenished and Kinisssch shows up on the battlefield, spawning no corner monsters.
Naga City is considered to be the most difficult of the directional Vicious dungeons (with only Vicious Gaan-Telet surpassing it). The monsters are tough; there are many bosses, each with different abilities, so each character will have difficulty facing at least one of them; and more importantly, the arena is separated from the main map, and it is impossible to return after descent. As difficult as the main map might seem, the real challenge is the arena, and the top part should be viewed as a preparation area designed to equip the player with the resources needed to beat the Arena. Some things to consider:
- Do not use any expendable resources (like Potions) on the main map. Save everything you can for the Arena.
- Take/buy everything you will need from the main map. Convert everything you cannot take to the Arena due to inventory limitations.
- There is by default no Altar on the main map. If you want to build up some Piety and grab some early boons, you must play a Crusader or use a Church preparation.
- You want to squeeze everything you can from the main map. The only exception to this is Experience; most characters benefit from descending just a few XP shy of a level-up, to be able to use the level-up refill during the first boss-fight. That said, a minimum level of 8-9 is recommended, because for a lower level character, defeating the first bosses could take too many resources.
- Most melee builds will want to build resistances. Unlike in Vicious Gaan-Telet, in Naga City it is not mandatory to do so, the map can be won without resistances; however, it is significantly easier with them. Consider the Dragon Shield preparation for melee builds, or the Crystal Ball for spell-casting builds.
- Choosing a Church preparation can be very beneficial, as the map has no default altars. Generally the best starting deities are Jehora Jeheyu, Mystera Annur or Binlor Ironshield. Since the Arena has all altars, you can count on having a guaranteed altar conversion if needed.
- For the Potion Kit it is strongly recommended to take a Can of Whupaz. This is also valid for pure spellcaster builds. The Super Meat Man has a lot of hit points, reducing that with the Whupaz still leaves a lot to be plowed through. Schadenfreude Potion is also a good pick for most builds.
- If you do not worship Binlor, preparing the Bear Mace might be a good idea to increase the odds of finding the secret subdungeon. It is usually worth it just for this purpose, even if you will convert it off immediately afterwards.
Recommended Races: Any except Goblin. The dungeon is long and experience is plentiful, including options for additional experience to trigger level-up catapults; this makes the Goblin's bonus largely useless here. As a lot of fighting will happen at L10, the Human is slightly better than the Orc for purely melee builds (though the Orc can still be better for builds relying heavily on knockback damage). Gnome or Elf can work equally well, as there are additional Mana Potions available in the Arena. The same goes for Dwarf or Halfling.
The Wizard does not suffer from the inventory constraints as much as other classes, making it probably the best class for a spell-casting approach. Sample build: Elf Wizard of Mystera. Alternatively try the Gnome Sorcerer of Mystera.
The Monk has high physical resistance and is able to efficiently regenerate in the limited blackspace available in the Arena. Sample build: Orc Monk of Binlor. Alternatively try the Orc Paladin of Binlor.
Snakes? SNAAAKES! - Complete Naga City with any 3 classes. Unlocks the playable Gorgon monster class.