rdfs:comment
| - From [[w:|]][[Category: derivations|Lair]] leġer (“‘couch, bed’”), from Proto-Germanic *legra, from Proto-Indo-European *leǵh-.
- The Lair is the final location in Silent Hill: Homecoming. This underground structure serves as the Order's apparent base of operations, where members gather, and where those who have been targeted as enemies of the cult are brought for punishment. Its location isn't outright known, but it is implied to be located underneath the Church of the Holy Way in Central Silent Hill. It is here that Alex Shepherd confronts many nameless members of the Order, Margaret Holloway, who is thought to have revived the Order, Curtis Ackers, and Amnion, the game's final boss.
- The lair is the second major step in the evolution of zerg breeds, providing increased toughness and extended access to the stored genetic knowledge of the Overmind than the hatchery.
- Lair was a Human male, the brother-in-law of Benedict Vidkun, and the brother of Daiv. He lived on the planet Coruscant, and installed vermin zappers such as outside Xizor's Palace.
- The Lair is the Liberation's headquarters. It is part of a natural cave system created by a fault line about 300 metres below St. Michael's. Outfitted by Jonathan Doors, the Lair serves as a safe house for Liberation members and also as a centre for scientific research. The Lair is powered by a nuclear reactor ("The Scarecrow Returns"). This article is a . You can help My English Wiki by expanding it.
- A lair was the hiding place, cave, and shelter of an animal, including some mythological creatures. In 2366, the Romulan defector Alidar Jarok called the crew of the USS Enterprise-D and the Federation a "lair of cowards" while being interrogated by Commander William T. Riker. (TNG: "The Defector" ) According to Freya, the beast Grendel had a lair into which he dragged his victims. (VOY: "Heroes and Demons") Garak spoke about the Dominion headquarter on Cardassia as their lair while trying to find a way to get inside. (DS9: "What You Leave Behind")
- As ranged units who can curse their opponents with their attacks, the evil eyes can be an annoyance, but not much of a threat. Cleaning out lairs is often worth it.
- The lair is where creatures go to heal after being injured or getting exhausted from a hard day’s work. While sleeping, creatures slowly heal and calm down their mood. Upon their arrival to a dungeon, creatures make a beeline for the closest lair to establish their home. If they cannot access a lair, then their mood quickly worsens.
- Theres 4 currently lairs scatered around Eslania, Bathory on last floor of Castle Limbo (Bathory dungeon B4) and Mt.Rodin NW, Vlad Tepez on NW Lake Timor (down perona), Tepez clone on Castle Raisen (last floor) and on MT Rodin, a red message appear on the top left of the screen alerting of a open lair, you have 5 minutes to reach there, lairs can kongregates up to 15 players (you can still solo it if nobodys there), you will have to fight waves of monsters that graduativelly get stronger and once you kill the last enemy from a wave another wave spaws and this goes on till you face the lair boss, after its killed every player get one bead and a random player get a pendant, both can be exchaged for itens with pendant being more worthy (gives dual option), its lasts for 1800 seconds (30 minut
- The Lair is a large tower on the island of Lost Angles just off the coast of Mainframe. It is the home of the powerful virus Hexadecimal and her spy Scuzzy. It was created soon after the formation of the island by the destruction of Mainframe's Twin City. There is a large throne room on the top floor of the tower where Hexadecimal sees visitors. The tower has been the home of the virus Hexadecimal and her familiar Scuzzy for four years until Hex sacrificed herself for the safety of the Net. Due to the fact that Hex has no work force she probably created the tower using her viral powers.
- The magic lair a hidden lair where the Russo kids go to have magic lessons from their father Jerry. The lair can be accessed from the Waverly Sub Station via the freezer or from the Russo's apartment. The lair has a portal to the wizard world which can be used as an entrance for visitors. Once Alex and her Uncle Kelbo turned into Sea Chimps and they had to figure out how to get them back into people and the lair needed to be in wateriness. Often, the freezer is used as a portal between the Waverly Sub Station, and the Russo home.
- The Princess arrives to the lair during Pia is Missing quest, following her and Pia's talk with Terek. The lair belongs to Hovazz, a big white dragon and contains his many treasures. Immediately to the east of the Princess' starting point is a Rod of Resurrection, which plays important part in Princess's adventures. In spite of the lair being Hovazz's home for many years, it has some areas out of Hovazz's reach. These areas can be used as a refuge until Hovazz's initial anger at unexpected visitors subsides, and he will be ready to check the menu before eating.
|