EQL Source/Dungeons/Nagafen's Lair · map/← Survey plateSourced & dated · updated daily

Companion to Survey Plate 07 · Lavastorm Mountains, Antonica

Nagafen's Lair — Navigation Map

Sol B — you cannot sneak, so plan the way out before you go in

Zone in at
−424, −263
Invisibility
Useless
Rooms
19
Named plotted
23
Escapes
Sol Aseveral lines
Respawn
≤22:00

01Reading the map

Everything in this zone sees through invisibility. Greater kobolds see hide as well. You cannot sneak past anything and you cannot stealth a corpse run. Every trip is a two-way fight, so the map's real job is showing you where the exits are.

02The map

X 2000 −200−400 −600−800 Y −400−600 −800−1000 −1200−1400 −1600 KOBOLD ROYALS · THREE LEDGES · 35–42 EFREETI & LAVA POOL · 42–50 BATS & BUGS · 38–46 FIRE GIANT CASTLE · 47–55 · feign pull essential LORD NAGAFEN L55 — raid MAGI ROKYL L51 · Zordak vendor WARLORD SKARLON L53 — raid KING TRANIX L52 — 700+ harm touch FIRE GIANTS — 8hr respawn GUANO HARVESTER — Cloak of Shadows Fire Giant Wizard stone spider — 3% noxious spider — 1200 DoT EFREETI LORD DJARN L50 lava guardians ×3 — Djarn's PH Solusek kobold king L42 kobold priest L40 — false wall kobold champion L39 TARGIN THE ROCK — left of throne kobold noble — charms death beetle — unique DoT IN −424, −263 LEGEND zone line in & succor named, surveyed /loc population spawn point Lettered points on the wiki map are Sol A zone lines — your escapes.
Four areas, in the order you meet them. Kobolds fill the outer caves, with the three royal ledges — champion, priest, king — clustered tightly at the south of that block. Bats and bugs sit between the kobolds and the Efreeti. The Efreeti pool is west, behind the lava guardians. The Fire Giant castle occupies the entire south-east and holds everything above level 47.

03Getting in and out

StepDirections
Reach the zoneFrom 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 cavesKobolds, and a lot of them. The wiki recommends a group for these alone — they hit hard and take a lot of damage.
The royal ledgesThree 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 bugsBetween the kobolds and the Efreeti. The death beetle sits in a small room in this stretch.
The Efreeti poolWest, 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 castleSouth-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 outSeveral 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.
The safest hunting is nearest the Sol A lines. You can pull there and zone out if it goes wrong. The wiki's own assessment: a savvy group earns mountains of experience in that stretch in a short time.

04Know where you are

What you seeWhere you are
Stepping stones across a river of lavaThe "Lily Pads" — map point 10
Three ledges with a big kobold on eachThe royal ledges. Champion is the southern one
A wall that looks painted onThe false wall to the kobold priest
A lava pool with elemental guardians around itEfreeti Lord Djarn's room
A drawbridge with two leversMap point 18 — it raises itself again
A giant standing peacefully, not attackingZordak Ragefire, the vendor, in Nagafen's lair. Cleric epic
Your Y is falling past −1100You are inside the Fire Giant castle

05What will kill you

ThreatWhereWhat to do
No stealth at allEverywhereEverything sees invisibility; greater kobolds see hide. No sneaking in, no stealthed corpse runs. Budget a fight for every metre both directions.defining rule
LavaEverywhereFalling 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 giantsThe castleCannot 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 batsBat cavesTheir melee procs a long-duration stun. The wiki calls them nearly impossible to solo for that alone.
The bugsBats and bugsPoison and disease DoTs, travelling in packs and aggroing easily. The noxious spider's DoT alone does 1200 damage.
King TranixThrone RoomHarm Touches for over 700, and is rumoured to hold 21 in every resist.
Kobold nobleNoble RoomAn enchanter with a pet who charms. The wiki's word for the fight is "nasty".
Getting lostEverywhereThe 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.

06Caveats