Companion to Survey Plate 07 · Lavastorm Mountains, Antonica
Sol B — you cannot sneak, so plan the way out before you go in
/loc returns Y, X, Z. +Y is north (up), +X is west (left)./loc. Passages are schematic.| Step | Directions |
|---|---|
| Reach the zone | From Lavastorm Mountains, go to the large lava pit at the north end — confusingly also called Solusek's Eye. Two cave paths sit on its southern edge. Take the western one. |
| The outer caves | Kobolds, and a lot of them. The wiki recommends a group for these alone — they hit hard and take a lot of damage. |
| The royal ledges | Three ledges hold the champion, priest and king. The priest is behind a painted false wall between the two hallways leading to the king and the champion. Targin the Rock stands left of the throne in the king's room. |
| Bats and bugs | Between the kobolds and the Efreeti. The death beetle sits in a small room in this stretch. |
| The Efreeti pool | West, ringed by three lava guardians who double as Djarn's placeholder, with Imp Protectors on the approach. There is no way to flee this area other than evacuating. |
| The castle | South-east. Many doors inside are not on any map. The drawbridge room has two levers; the bridge raises itself again after a while, so do not leave it as your only exit. |
| Getting out | Several zone lines to Solusek's Eye (Sol A), lettered on the wiki map. They are the standard escape — but they are used the same way from the other side, so you may arrive in someone else's emergency. |
| Threat | Where | What to do |
|---|---|---|
| No stealth at all | Everywhere | Everything sees invisibility; greater kobolds see hide. No sneaking in, no stealthed corpse runs. Budget a fight for every metre both directions.defining rule |
| Lava | Everywhere | Falling in does heavy damage. There is usually an exit nearby — you have to live until you reach it. Plus a pit trap into lava and a block crusher trap, both on the map. Bring fire resistance. |
| Fire giants | The castle | Cannot be mesmerised. Cannot be charmed except by very high level enchanters. They resist every spell cast from outside melee range, and they aggro each other through walls. A feign puller is called essential. |
| Sonic bats | Bat caves | Their melee procs a long-duration stun. The wiki calls them nearly impossible to solo for that alone. |
| The bugs | Bats and bugs | Poison and disease DoTs, travelling in packs and aggroing easily. The noxious spider's DoT alone does 1200 damage. |
| King Tranix | Throne Room | Harm Touches for over 700, and is rumoured to hold 21 in every resist. |
| Kobold noble | Noble Room | An enchanter with a pet who charms. The wiki's word for the fight is "nasty". |
| Getting lost | Everywhere | The tunnels are winding and confusing; the wiki lists this as a danger in its own right. The Sol A lines are the escape, but the path to them is twisty. |