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Have a look at the crates nearby. Beware of the two "normal" traps in the corridor leading to the next room. |
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And you can discover the place's speciality: exploding crates which deliver a sneak-attacking kobold! |
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! |
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 |
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. |
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. |
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. |
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. |
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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. Now you can go to the big mechanism room. |