The Krampus Lair is a Killing Floor 2 map. Is was added in the game as a part of [Christmass 2017] update. It is the Hold Out style map featuring optional "Stand Your Ground" objectives - through the waves players are offered with the optional tasks to defend certain locations of the map. Successfuly completed objectives will reward players with extra Dosh. As a part of seasonal event the Krampus Lair also featuring the optional objectives, required to obtain time-limited even-themed player outfit.
"As the end of the year approaches, only one real question remains: Who has been naughty? This may be more important that you think, because Robo-Santa is back and he’s brought some new friends to his yearly “Naughty List Appreciation Celebration”, where he checks off his list of everyone who has annoyed him... and end them. To better start off the new year with a clean slate to be sure!
Well it seems he’s already started on this years plan by heading North, way North, no, not that far North. Welcome to the new and improved “Krampus’ Lair”, where Santa's elf-napped elves have been put to work for a far more nefarious purpose."
The Krampus Lair featuring optional seasonal (time-limited) objectives. Upon completion of all of them players were granted with the event-themed Sleeping Pijama outfit. The objectives:
- Break Krampus's trinkets in Krampus Lair.
- Kill a Zed using the wood chipper in Krampus Lair.
- Complete the Stand Your Ground objective in Krampus Lair.
- Find ten of the collectibles in Krampus Lair.
- Kill Krampus on Hard or higher Difficulty in Krampus Lair.
General Information and Points Of Interest
Hold Out style map featuring 5 main locations. Entrance (wave 1), Courtyard (Short - wave 2, Normal - wave 2-3, Long - wave 2-4), Prison (Short - wave 3, Normal - wave 4-5, Long - wave 5-7), Coal Mine (Short - wave 4, Normal - wave 6-7, Long - wave 8-10) and Krampus Lair (boss wave).
Dosh Hold objective: Starting from wave 2 players will be given optional tasks to defend certain locations of the map. Players have 30 seconds to made it into the marked Zone before the penalty start. It required certain amount of the players for marked Zone to stay valid (1p - 1, 2-3p - 2, 4-6p - 3). Players have to defend this Zone, if certain amount of the ZEDs will be present in it, the penalty will start ticking (ZEDs needed for penalty: 1-3p - 4, 4p - 3, 5-6p - 2). If Zone goes into the danger state (due to either either lack of players or too many ZEDs in it) the penalty timer (1s interval) will start decay the promised dosh reward. For the "no humans" penalty the value is -10 dosh / tick, for "too many ZEDs" this value is -5 dosh / tick. The promised dosh reward (base value) itself vary from 200 to 400 depending on the Zone.
Note that all the values for Dosh Hold objective are Zone-specific and are the subject of change.
Trader lines related to objective depend on the dosh saved: Good - 85%, Normal - 50%, Below 25% - Bad.
Chipper pit trap (push mechanism) does 5 points of damage within 0.1s intervals, knocks down ZEDs and has a lot of push force. It takes 2s to play movement animation and 2 seconds for trap to return back to its original location. Pit (blades) itself does 1000 points of damage within 1s intervals.
Bonfire in the house of the Entrance area does 20 points of fire damage within 1s intervals.
Doors in the Prison area are welded from the start. They have Max Weld Integrity of 700.