NETHER MOUNTAINS: KOBOLDS CAVE

2. Guards Rooms
3. Corridor
4. Kiosk
5. Commoners' Hall
6. Kennel
7. Jail
8. Big Mechanism
9. Shaman's Room
10. Chieftain's Cavern
Quick Access


1. Starting Point

As soon as you enter, two kobolds sound the alarm and run away.

Have a look at the crates nearby. Beware of the two "normal" traps in the corridor leading to the next room.


2. Guards Rooms

This room is empty, except for a crate. But the two doors on the left open onto a guards room when some kobolds are resting. Give a coup de grâce to the one sleeping and get rid of the others. You can now have a look at the crates and at the weapons racks. The two doors on the right open to the same kind of room.


3. Corridor

This corridor is full of traps, among which some trigger a ballista. Of course, kobolds with long range weapons like to pop up on the other side of the traps!

There are also grease barrels which the kobolds like to blow up on your way.

And you can discover the place's speciality: exploding crates which deliver a sneak-attacking kobold!


4. Kiosk

This four-doors kiosk in the middle of the room is the most oubvious trap you could have dreamt of! Not only you have four locked rooms around, a very visible chest inside the kiosk, but also glowing arrows on the floor to show you the way in case you wouldn't understand!

Of course, before giving way to your aroused curiosity, better unlock the stone doors of each surrounding rooms and get rid of the kobolds inside!

Inside each surrounding room, you'll find a lever. They have to be switched to get the north corridor four doors open. But they must be activated in the right order, else you'll have to start it all over again. (There is a lever behind each north corridor door in case you get trapped between two doors.)

Take a look at the flags inside each "surrouding" room. Then have a look at the flags before each door. Understood? If not, here is the right order to switch the levers . Be careful with the last door, a group of kobolds is awaiting you. Mind the snipers, they throw harmful darts, and there is a trap right behind the door.


5. Commoners' Hall

No need to get nervous here, there are just kobold commoners. A lot of them. And they all flee before you, then settle down again a short distance from you, just like grasshopers in a field.

You can move around freely and explore all the adjoining rooms - most of them storage rooms, as far as you stay away from the kennel door. Don't be too disgusted by the 'haft eaten corpses', you might find a few valuable items on them. You can also search all the crates and chests inside the adjoining rooms, they are not trapped.
As for traps, the door leading to the north-east room is trapped and locked. Nothing very serious though.


6. Kennel

Here is the most delicate part if you don't wish to slaughter all the kobold commoners. In front of the kennel door a bored kobold is guarding the place. The real problem is that he belongs to an ennemy faction! If you get near him, he opens the door and lets the four wolves from inside the kennel leap after you, followed by a 'tired kobold' with a long range weapon. Of course you must defend yourself against the wolves, but... if you touch any of those two kobolds, you'll get all the commoners against you.

A little advice then: watch your henchman so he/she follows you. As soon as you have got rid of the wolves, run to a room where you have been before and where no commoner will be. The 'tired kobold' should follow you. Far from his fellows you can get rid of him, and then get back to the hall, the commoners should be all right. You can't do the same with the 'bored kobold', but you don't need it: he won't move a bit from were his stands.


7. Jail

The warden is in charge of the jail - of course! Get rid of him and of his fellows and you can pick up a rusty key (and gloves of the Yellow Rose+1) on his remains. You can open all the cells with that key, though the first two are empty. The last one holds a funny kobold named Master Jumper.

Master Jumper Klumph is the 'Big Master' usher. Actually, the dragon Tymofarrar closed his cave with a boulder to be left in peace. There used to be a mechanism to lift the boulder, but it is half broken now. This explains why you'll need many kobolds to lift up the boulder. But the kobolds will follow only Master Jumper and his rod. The chief has seized the rod and put Master Jumper in jail because the latter forbit him to see the dragon - after the dragon orders.


8. Big Mechanism

The sign is clear: "Unauthorized kobolds forbiden". You can therefore enter the room to have a look at the mechanism - and at the massive boulder blocking the way to the lower level. But you won't be able to do anything without the help of Master Jumper!

When Master Jumper will have his rod back - whichever way you choose to finish this quest, you'll get a clear demonstration of why he has been given this name! The boulder will be lift up and you can enter the dragon's cave.


9. Shaman's Room

The shaman, his winter wolf and two adepts will defend themselves dearly if you enter the room. Let's say that it is worth it to try because you'll find valuable items in there. (Potions in a trapped chest and a ring on the shaman remains)


10. Chieftain's Cavern

You may have two ways to manage this encounter, depending whether you let the Bubbling Cauldron kobokds, or the Elven Crypt kobolds or the Gnoll Caves kobolds leave unharmed or not. If you helped neither Hurc in Hilltop, Urko in those crypts, nor Nafeeli in those caves, none of them will be here to speak for you! Just kill everybody and retrieve the rod for Master Jumper, then give it back to him.

Else you can try a quite long and complicated diplomatic dialog (you'll need good persuasion though to start it). You can ask as many questions you want to Chief Arzig as far as you don't speak for Master Jumper. You should find somewhere a line of dialog which is "persuade him to made a deal with Master Jumper". If your persuasion is good, Master Jumper is brought at once and a long negociation can start.
Try to be really impartial and let the chief negociate a once-every-two-month visit to the Big Master, then don't forget that Master Jumper has a wish too. He should get Arzic's sister as a wife in the end.

Now you can go to the big mechanism room.

 

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