Solusek's Eye (Solusek A)

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
25 - 45

Send a correction
While their Taklasinai elders reside much further below Lavastorm Mountains, the Goblins of Fire Peak use this cave system as their stronghold. Co-existing with the goblins are some clockwork gnomes, here after the minerals this area has to offer.

Gnomes aside, the goblins have quite the home for themselves, complete with a bar, bedrooms, and other homely features. While most would find the heat to be too stifling, these goblins enjoy the hot temperatures so much, they have built fire places into many of their living quarters.

Solusek's Eye is not all fun and games, however, as the goblins do not welcome visitors. If you trespass here, you had better be able to handle yourself fighting off multiple goblins at the same time. As many of the goblins see through invisibility, you will not make it far unnoticed, and they do have a tendency to swarm their enemies.
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Entrance CatwalksThe BarTorture RoomA Look at the Entrance WayLeading Into the Dungeon's DepthsA BedroomThese Goblins Really Like Their HeatTwisting CavesFiery PitExiled Dark ElfClockwork Territory
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Lava Elemental
# Nov 01 2000 at 3:41 AM Rating: Default
Which spawn in the lava elemental room is the actual lava elemental? Is it the gnome that walks around or is it just one of the gnomes? Do I need to kill all of the gnomes to get it to spawn?
EXG
# Oct 03 2000 at 4:14 PM Rating: Good
*
77 posts
I've spent the last week hunting the EXG with a small group consisting of a lvl 32 bard, lvl 35 mage and lvl 30 druid. Last night he finaly spawned and our druid got his shield.

The EXG is a lvl 30 mob that is 100% magic resistance. This means he must be melee'd. While we were able to do it by putting up dmg shields, sending in the mage pet, and having the bard melee while the druid healed, I would reccomend against this approach. The primary problem is that the EXG can't be snared or nuked. Once he got low on life he ran, and I (as the bard) had to chase him through 5 rooms of aggro goblins before I killed him. Fortunately, I was able to loot the shield and zone to Sol B while the druid and mage gated out.

My advice would be to bring a melee class or two that can do more dmg in a shorter period of time, like a monk or a rogue.
RE: EXG
# May 20 2001 at 6:43 PM Rating: Default
Just a thought, Since Trolls are known to block doorways... no offense.. Maybe its possible to use that as a tactic to keep the exg from getting out.. I havent fought here yet, so if the doorways are bigger, I appologize, It was just a thought.
____________________________
The Zolz of many faces.. Shadowhawk
RE: EXG
# Dec 20 2001 at 9:08 AM Rating: Decent
Good thought, but I have doubts about if it would work. Have ya ever followed a mob up to a building, tree, rock, etc, etc, and then you run around just in time to see the mob come walking out through it? Sadly, mobs in EQ are not limited by the same space occupation restrictions that player characters have to follow. Would be worth a shot to try it, but be sure to have a back up plan for when the troll and the rest of your group are stuck on one side of the doorway, and the mob walks right through him to get it's 7 or 8 friends on the other side.
#REDACTED, Posted: Dec 11 2000 at 9:51 AM, Rating: Sub-Default, (Expand Post) Or a Warrior...
RE: EXG
# Jan 07 2001 at 11:14 AM Rating: Default
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77 posts
Sure, a warrior can easily outdmg my bard. But a monk and a rogue can both outdo the warrior by even more. The rogue in particular can finish the fight quickly when the clock starts running.
#Anonymous, Posted: Feb 21 2001 at 8:54 AM, Rating: Sub-Default, (Expand Post) YOu all are so confused..... Monks hit fast and over time will out damage a Warrior. you will live UNLESS the monk does like so many and FD on your butt and leaves you wishing you had a tank.
RE: EXG
# Apr 04 2001 at 8:44 AM Rating: Decent
I don't think the intent of Scholar was to rag on warriors and to talk about feign death or taunt is also to miss the point. Scholar was talking about a mob with 100% magic resistance running away in a dungeon. Uhm... can you say add? Now can you say train? How about evac... oh wait... loading... never mind. Scholar didn't seem to be dissing anyone, just pointing out that having a mob that can't be cast on run away in a dungeon is not a desirable situation to find yourself in.
-Heidy Littlewing (27th lv Druid of Karanas, E'ci)
RE: EXG
# Jun 04 2001 at 12:38 AM Rating: Default
I think someone has an inadequacy complex ; )

Ladro
#Anonymous, Posted: Mar 28 2001 at 7:13 AM, Rating: Sub-Default, (Expand Post) Warriors are needed in EQ. Without them casters would be dying left and right. Or worse healers.
#Anonymous, Posted: Mar 29 2001 at 1:45 PM, Rating: Sub-Default, (Expand Post) It's amazing how every class rags on the other. You forget that everyone has a purpose and a job todo. Unfortunately, not all situations are suitable for every class, you have to choose which is best to get the job completed. Also, what does it matter which class is used for a particular job if you accomplish your task without the lose of life.
RE: Damn Right
# Apr 05 2001 at 4:29 AM Rating: Default
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
do none of you lil foos listen? no one ever intended to "dis" anyone else. he simply fergot to put warrior on list... its NOT THAT BIG A DEAL.
Reckless Efreeti
# Sep 03 2000 at 6:12 AM Rating: Good
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77 posts
The Efreeti can be reached through a secret passage 2 rooms prior to the gobbo capt. He spawns w/ 2 blazing elementals.

There are several ways to kill this mob. First, however, you should clear the room above his tunnel. Make sure you kill the gobbo that wanders through as well.

Next, pull the elementals. Usualy, you can pull them without also aggro'ing the efreeti.

Be warned, the elementals have NASTY dmg shields. If at all possible, have someone with you that can cancel magic because these dmg shields WILL tear you up. However, there are 2 other ways of dealing with them. First, you can train them to the gobbo's, who will kill them for you. Second, you can charm one elemental and turn it on the other, letting the dmg shields tear eachother apart. At lvl 36, my bard was able to solo this room in that manner.

After killing the elementals, walk into the efreeti's tunnel, marvel at how cool he looks, then smoke him. He's a relative pushover for an upper 20's mob.
Great place for low 20's to low 30's
# Sep 01 2000 at 2:00 PM Rating: Excellent
Great place for low 20's to low 30's. Hardly ever used except by the farmers camping the several very nice items in the zone, I took my level 20 Human cleric to level 29 in about a week camping with a solid group for about 6-8 hours a day. A few cinders and everything higher drops FS weapons which you can sell (if yu can break from the non-stop action) in lavastorm to the druid vendor or gypsies. At low 20's stay at the first SolB zone area when you zone in from Lavastorm. Take a right at the "T" after you run down and up the stairs when you enter. You will need to clear 5 or 6 spawns to get there, but once in you'll have a great place to camp with no pops on top of ya. Zoning into SolB is an acceptable but relatively dangerous way to escape an overpull etc. but you will run the danger of meeting up with a kobold on the otherside. Thank Solusek that they removed the charm off the shaman kobolds in SolB. Got charmed once when they had it.

Next best pulling spot is another SolB zone line near the "3 door room". This is a better area for high 20's, low 30's and you'll get more fire, flame and inferno gobs than the cinder or youngin's.

The bar room is a nice camping spot for mid to high 20's or if you are just interested in the Drake legs or arms you can sit behind the bar saftely and just kill the bartender and PH without triggering the rest of the room (don't let'em run though!).

This zone is SO huge that I haven't been able to explore it all mainly due to the fact that every caster and the gnomes see thru invis and I wasn't a puller. It is so sad that such a great dungeon is neglected. You will most likely have to bring a group with you cause of the few people that come here but it is better for XP than most of the other low 20 to low 30 areas cause it is a dungeon and the loot is great. I think most people that have rated this dungeon were there for camping the items rather than the XP.

In short, if you got a good, rounded group of friends/guildmates I highly recommend hitting this dungeon. Great XP, great loot, all the kills you want and best of all NO PEOPLE to fight for kills over. It gets pretty ridiculous when you have 20 to 30 people fighting over 20 spawns in the aviak city when you can have all the kills you want in SolA.

Cheers,
Monadire

RE: Great place for low 20's to low 30's
# Sep 01 2000 at 2:12 PM Rating: Decent
Been trying to rate this dungeon and not as POOR but I don't see anyway to select a rating therefore I will rate it in this post as EXCELLANT.

Monadire
RE: Great place for low 20's to low 30's
# Sep 01 2000 at 2:06 PM Rating: Excellent
Trying to figure out this rating system cause I didn't want to rate this poor on the first post


Great place for low 20's to low 30's. Hardly ever used except by the farmers camping the several very nice items in the zone, I took my level 20 Human cleric to level 29 in about a week camping with a solid group for about 6-8 hours a day. A few cinders and everything higher drops FS weapons which you can sell (if yu can break from the non-stop action) in lavastorm to the druid vendor or gypsies. At low 20's stay at the first SolB zone area when you zone in from Lavastorm. Take a right at the "T" after you run down and up the stairs when you enter. You will need to clear 5 or 6 spawns to get there, but once in you'll have a great place to camp with no pops on top of ya. Zoning into SolB is an acceptable but relatively dangerous way to escape an overpull etc. but you will run the danger of meeting up with a kobold on the otherside. Thank Solusek that they removed the charm off the shaman kobolds in SolB. Got charmed once when they had it.

Next best pulling spot is another SolB zone line near the "3 door room". This is a better area for high 20's, low 30's and you'll get more fire, flame and inferno gobs than the cinder or youngin's.

The bar room is a nice camping spot for mid to high 20's or if you are just interested in the Drake legs or arms you can sit behind the bar saftely and just kill the bartender and PH without triggering the rest of the room (don't let'em run though!).

This zone is SO huge that I haven't been able to explore it all mainly due to the fact that every caster and the gnomes see thru invis and I wasn't a puller. It is so sad that such a great dungeon is neglected. You will most likely have to bring a group with you cause of the few people that come here but it is better for XP than most of the other low 20 to low 30 areas cause it is a dungeon and the loot is great. I think most people that have rated this dungeon were there for camping the items rather than the XP.

In short, if you got a good, rounded group of friends/guildmates I highly recommend hitting this dungeon. Great XP, great loot, all the kills you want and best of all NO PEOPLE to fight for kills over. It gets pretty ridiculous when you have 20 to 30 people fighting over 20 spawns in the aviak city when you can have all the kills you want in SolA.

Cheers,
Monadire



RE: Great place for low 20's to low 30's
# Sep 01 2000 at 2:14 PM Rating: Default
Trying to rate this as excellant but to no avail.
RE: Great place for low 20's to low 30's
# Jan 27 2001 at 6:28 PM Rating: Decent
Good detail and I agree solesk A does seem to be a great place.One note aparently the gnomes and casters can't see thru the sneak/hide of a rogue I went all the way to the throne room<got lost:)>and to the area where Gabbie spawns for a quest with none of the gnomes or shamans seeing me:)Once again good info:)
RE: Great place for low 20's to low 30's
# Feb 16 2001 at 3:29 PM Rating: Decent
I'd agree but I fell in the lava when I first walked in, under the main stairs. If this happens to you don't try to get it yourself. I died a few times trying to retrieve my body and almost lost 25th level because of it. Petition a GM to have your body moved. It may take a while for a GM to show up but at least you won't loose anymore xp. I will be going back and hunting there even after my falling into lava. Its a nice change of pace from Highhold Keep. (Oh I have no idea how to score these posts either) I'd give it a good!
3 door room, for mid 20's
# Aug 27 2000 at 8:25 AM Rating: Excellent
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77 posts
If you pass through the secret door in the foreman's room and turn left, you'll come to another secret door. Beyond that is a room with 3 doors and 3 gobbo spawns. The door to the left leads to a zone line into Sol B, making this room an ideal spot to camp for xp.

Like anywhere else in Sol A, runner control is an absolute MUST here. Make sure you have a druid or ranger to snare the mobs. An enchanter for crowd control is also very handy.

If you do not have an enchanter, the best way to break the spawn is to enter the room and immediately go out the left door. The three goblins will follow you to the zone line. Stop near the zone line, and kill one goblin, then zone. Heal up on the other side, then zone back and repeat the process with the second goblin.

Once you have the spawn under control, consider pulling the next room as well. The center door leads to another room with three spawns in it. At this point, the lowest goblins will be cinder goblins, with fire and flame goblins being your mainstays. Occasionaly, you will get some infernos as well. Loot will be multiple platinum and a fair amount of fs. A good group can make 50+pp each and a bucket of xp in one afternoon of fighting in this room.
RE: 3 door room, for mid 20's
# Aug 31 2000 at 3:00 PM Rating: Default
There are only two goblins that spawn in the room you describe.

The third is a wanderer.
Doing The Goblins...levels 18 to 35
# Aug 23 2000 at 1:00 PM Rating: Excellent
Solusek's Eye, from level 18 to 35...(all i did were the goblins, and one night of EXG hunting for a shield for a friend)

First, get a copy of the map of this dungeon, so you will know where I&#8217;m talking about; I&#8217;m not going to get bogged down in giving a whole lot of directions...that&#8217;s why Allakazam has mapsites ;)

Second, either have someone who can root, snare, chain, or engulfing darkness...cuz if you don&#8217;t you might as well not even come here. This zone can create HUGE trains of angry goblins, all pulled by one runner. The goblin shamans drop SoW on whatever goblins are close by, even through walls, so be sure to slow any NPC immediately. It is also beneficial to have someone who can debuff NPC's, as the wizzies like to flameshield all the gob&#8217;s around them. The spawn rate of every goblin (named or otherwise) is 18 minutes from the time they die.

Levels 18 to 25; Pull to the rug-room, to...get a puller who has become familiar with the spawns you can handle (1 in the window room, 2 on the ledge above the pit, 2 in the foyer room at the beginning of the clockworks, 2 just across the bridge leading towards kobold spawn, 2 in the room directly after the bridge, 2 in the room just before the hallway to the kobold spawn, 1 in the room to the right of this last room before kobold). Mostly young and cinder goblins, with the occasional flame...you'll get some shamans and wizzies...always clear the wizzies first, then the shamans, then the melee gob&#8217;s. Once in awhile, Singe will fly across the bridge, so you have a chance at some nice drops. Loot is mostly silver on young gob&#8217;s, mostly gold or 1 plat and maybe FS on the cinder's, and up to 2 plat and a FS or gem (or both!) on the flames. Rug room is great because of the proximity to the zone to Sol B...and escape ;)

Kobold Spawn; basically, you can work this in a group of 22 to 28 and be quite safe...its actually one of the safest camps in the whole game (for some tight loot at that level anyway)...you can get the kobold hide boots (~~200pp) or the obsidian shard (~~400pp). Once you clean the spawns between the pit and the last room before the hallway, whack either the Kobold or his PH, take a breather on the landing above the 2 gob&#8217;s, whack them, and proceed to pull to the landing. You can pull the rooms between the Kobold and the Pit, or you can pull from the foreman room, and beyond. The 2 gob&#8217;s near the Kobold are usually flames or cinders, but sometimes a young will pop. Again, shammies and wizzies spawn here, and more frequently than alot of other places. The Kobold is doable by a full group of 25's, easily I would think. I soloed this area from 32 to 34 and made quite the haul, pulling out just under 100 pairs of boots LOL. The young's don&#8217;t give XP at 32 to solo, but some of the cinder's still did, and all of the flames did. At 33, no cinder's gave XP, and most of the flames did. At 34, none of them gave XP, so I camped Kobold and Foreman and pulled from past the foreman room to get some fire and inferno goblin action. The closest zone to Kobold is either Rug-room zone to Sol B OR the one mentioned in the next paragraph.

Foreman: drops the foreman's tunic (~~150pp) and the obsidian scimitar(~~400pp). A full group of 25's can hold both the foreman and the Kobold spawns, and do nicely. Mix in a few pulls from past the foreman room (fire goblins, occasional inferno), and you will get nice XP. Close zone spot so you don&#8217;t have to run back through the mess near the bridge and the Pit...look for it on the map. Again, the foreman room only spawns young's, cinder's, and flames, but ALOT of wizzies spawn here for some reason. I were doing this dungeon again, in a group, id work both the Foreman and the Kobold, and pull to the landing where the Kobold spawns. However, some good can be said of the pathing problems in the foreman room...once you get the NPC beaten down, they all attempt to escape out of the room through the door, not the secret wall..and then they just meander about in the hallway while you beat them down. The closest escape from the Foreman is a left hand turn past 2 gobs, into Sol B (this is known as Top-of-Window to Sol B campers). Do some exploring invis, with your map. You'll find it ;)

Past the Foreman, you can go either right or left (through the secret wall first). Both routes can take you to the Inferno Goblin Captain. You will have alot of cleaning to do before you get into this room, and if you are unprepared can even pull the 3 gobs out of the captain room and/or from the two adjoining rooms, for a whopping total of 11 gob&#8217;s. There are 2 spawns before the captain room, usually inferno's or fires. Inside the captain room are three spawns, with the Captain or his PH spawning in the middle. The spawns are always fire or infernos, with shammie and/or wizzie about every third spawn. I went there at 34 with a 41 cleric and a 34 SK and we did well, but were eventually chased from the oom when a shammie spawned outside and dropped SoW on a fleeing mob....it pulled 5 or 6 inferno's back onto us and that was the end of that. The captain drops some nice charred stuff, gaunts and boots (~~300pp each). Once you have cleaned the Captain room, pull to there. Remember to have your timer set (18 minutes), and don&#8217;t let your healers get low on mana before the next repop. It can get ugly fast. The closest escape is run these nasties to the gnomes...LOL...they are KoS to the gnomes, and unless you are too, no sweat ;)

Bartender Room: drop down in The Pit, head through first and second doors to the first gob, which is usually a young or cinder. Past him are two gobs, always a flame, fire, or inferno. You can either head left (to the Bartender, Drunkard, and High Shaman and a few other named spawns) or right (to the King and Torturer). The foreman room has two adjacent rooms from which to pull, with two additional adjoining rooms off the left hand side (facing the door out). This general area has 9 goblins, with 2 or 3 roamers. All the goblins in this area are flames, fires, or inferno's. A full group of 28's would wreak havoc, and gain quite the XP. I started soloing this area at about 34, starting with the bartender or his PH (those damn inferno wizards don&#8217;t have alot of HP but can deal DEADLY damage). The strategy for either soloing or grouping this area is to get behind the bar without being seen (hug the left hand wall as you enter the room and run to the far left corner just behind the bar). Once behind the bar, you clean the Bartender or his PH, then pull the two in front of the bar. Pathing in this room makes it very nice for feign pulling...the gob&#8217;s run perpendicular to the bar, then back to the center of the room, and over to the bar entrance. By that time, you can jump the bar (if in trouble) and the gob&#8217;s reverse their path...LOL. Talk about exploits. The bar acts as a wall the goblins can neither see through (in non-aggro) nor cast through. The foreman drops nice gear..drake arms and legs (~~300pp each). The closest escape is the rug-room zone to Sol B.

Solusek Goblin King: Take a right at the two goblins just past the drawbridge door. Down the hall, through the first door, and down hall which seems to go left. At this left turn there is a false wall in front of you...this is a good place to pull to when cleaning the king and adjoining rooms. There is one roamer, usually a Solusek gob, so whack him first. Solusek Goblin's, Solusek Champion, Solusek Shaman, Solusek Wizard...all very nasty unless you are in a full group of 30plus, and have at least two healers and two tanks. I went in there the other day to help a level 30 guildmate get a Ring of Goblin Lords (AC4, +3 int and str)...of course with a level 40 SK and level 41 druid (I was 42 at the time). The four of us cleaned the left hand room (two Solusek gobs), rested a sec, cleaned the throne pit (2 sol gobs and an inf gob), and moved into the throne pit. Anyway...the three gobs remaining in the right-hand room of throne pit proved to be quite a challenge...Sol Champion and two Sol wizzies. We did it, but it was quite a battle. One thing...if you pull the right hand room first, more often than not you pull the throne pit and the left hand room, plus any stragglers, due to pathing in this area. I suggest doing it based on 5 minutes per room (if FULL group is below 32 or 33). If you cant clean at this rate, this area is not for you...you will be overwhelmed and most likely die. If in this area you have a puller who wont listen to "oom" requests....politely bail out. Anyway...the King drops the Ring of Goblin Lords and a worthless (nowadays, with the nice Kunark loot) staff or totem. The Ring is sweet for SK's. (~~350pp). If you are nicely grouped, you can pull the goblins from near the left-hand room; down the stairs, right turn (2 gobs-usually inf or fire), through that room door (1 gob-usually fire or inf), and down to the end room which spawns 2 or 3 goblins, one of which is sometimes the Torturer (drops a turquoise eye-patch, nice newbie giveaway...and a box which is 4-slot, small items, 100% weight reduc.) The closest escape is the rug-room zone to Sol B.

I would talk about the gnomes and such (imp, efreeti, etc), but since I rarely hunt in those areas (drop and spawn rates are wayyyyy to slow)...I wont. Also of note, all evil races are KoS to the gnomes, unless you do some major hunting in Sol B (kobolds)...so watch out. There is a goblin you can sell to if you can sneak (he&#8217;s near the left-hand room of the Throne Pit), and a gnome located in the castle (Marfen Binkdirple?) you can buy food and also a Tinkered Bag from (8 slot, all sizes, 100% weight reduc....approx 5200pp, bard 43 charisma 127) and sell to.

All of these observations are based upon MY experiences...bard, now of the 43rd whole note. I love Sol A...I think its one of the best designed (except or the pathing in a few areas), most fun and definitely most profitable zones (for XP AND loot) in the game. Its also highly under-camped, which is great. If you go there early, and run into a wizzie or shaman you or your group cant handle, shout for help and someone who's camping Gabbie will come and help ya...or should at least.

Don&#8217;t get upset if you fall in the lava...it happens to everyone (I have yet to talk to a person who did this dungeon who didn&#8217;t fall in at least once)...ask a druid or bad to lev you and run over the spot you fell in clicking corpse...it will pop up out of the lava. Or carry a jade coffin and have a necro fetch you ;)

Good luck in this most excellent zone ;)

Gerzan Llewllyn
Master of the 43rd Whole Note
Bertoxxulous
The goblins are ABSOLUTELY not KOS to the gnomes
# Aug 24 2000 at 6:35 PM Rating: Default
Goblins are definitely NOT KOS to the gnomes.

Gnomes and bots will only attack two things in Soldunga that I've seen: a) Singe, because he casts an AE fire spell which agros them and b) blazing elementals.



#REDACTED, Posted: Aug 22 2000 at 6:23 PM, Rating: Sub-Default, (Expand Post) I dinged in sol b into 45 and after about 15 hours i'n halfway through it.bugs and bats are the best and doing the king/priest/champion room are not that bad either.the kobolds are kinda low but with the constant pulls it keeps the doldrun of hell lvl to a minimum.
RE: Great Place for Lvl 45
# Aug 22 2000 at 11:54 PM Rating: Default
Solusek's Eye is Sol A, which is the home of goblins and gnomes.

The posted above is referring to Nagefen's Lair, also known as Solusek B.

#REDACTED, Posted: Aug 23 2000 at 12:03 AM, Rating: Sub-Default, (Expand Post) Opps now i feel smart!
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