Underworld Clearing

xshadowwolfx

xshadowwolfx

Krytan Explorer

Join Date: May 2006

California | Ascalon

Mo/

Yes, there are others threads out there but none of them really have a guide on how to complete Underworld. My guild is attempting to clear it Sunday evening and if someone who has cleared it before could come along that would be awesome.

So, can anyone post a guide, build, or some advice on how to clear Underworld and what to watch out for?

Also how need is spell breaker, or is an obsidian tank or vow of silence dervishes good alternatives? Thanks

knoll

knoll

Desert Nomad

Join Date: Jul 2005

Washington State.

[ToA]

W/

I hear Ursan Blessing is automatic win.

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

Yah, UB is now the autowin for elite areas.

mcsumo

mcsumo

Wilds Pathfinder

Join Date: Jul 2006

SOS

R/

Oh yeah that is really useful guys. Supposing they don't have GW:EN or don't want to go ursanway? I think they are actually asking for ideas about what order for quests etc etc. And Knoll just because your favourite flamefest has closed don't start trolling around with unhelpful comments in every thread.

Shadowwolf here is a link to the wiki I use (I guess the official wiki (press F10 ingame) would have similar info). http://gw.gamewikis.org/wiki/Underworld

The tips at the bottom of the page are useful. Especially 'NEVER take a quest without discussing with your ENTIRE team first'. A quest taken at the wrong time can end your run.

Areas I know well are the ice wastes, labryinth and forgotten vale. I would recommend clearing all the areas you can get too first. Then take the first quest from the start area, this opens all other routes. Follow the quest marker killing everything, until the reaper of the labryinth is free. DO NOT take quests and saving quest rewards isn't a bad idea in case you need to clear some DP.

Next head into the forgotten vale, clear it COMPLETELY before, heading back to the reaper and taking ONLY the restore monuments quest. This makes dryders appear at each grenth statue which you must kill to release another reaper who has another quest.

It is especially important to make sure you can teleport to the ice wastes, before taking 'Unwelcome Guests'. Teleport out and come back round, or you get swamped by invincible aatxes.

In fact if you have the time, your best bet would be to kill everything in the underworld before taking ANY quests (apart from the first one). That will save you from accidentally releasing a reaper with hostiles nearby. If they die you lose.

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

If you ask me the 2 quests to watch out the most for are Unwanted Guests and The Four Horsemen.

mcsumo gave good advice on the Unwanted Guests quests. Also note that if those invincible aatxes are attacking you when you kill their keeper of souls they will not drop dead. You will have to break aggro from then (which can be a pain with heros who can get stucked/bodyblocked by them). Once aggro is broken the aatxe will drop that.
Don't worry too much about this tho, they're don't even hit half as hard as a normal aatxe.

About The Four Horsemen quest, I suggest you to read the entire page on wiki about that (the link is in mcsumo's post). Because you will get attacked by 1 horsemen(mesmer boss) and 3 Terrorweb Dryders from the left, and the same mob will come from the right. While in the middle (where you are standing when you accept quest) there's the quest giving NPC that you have to keep alive. So either prepare your party to split up and fight each mob away from the NPC, bring enough defense to fight them both at the NPC, or bring a decicated tank with a protector maybe to keep 1 mob busy while you got 6 people left to kill the other mob quickly and hurry to the tank/protector.

I hope this information will be of any use to you, and good luck on your run.

blue.rellik

blue.rellik

Forge Runner

Join Date: Feb 2007

Melbourne, Australia

None

W/

A note about 4 Horseman. As broken as Ursan is, even it can't stop 2 riders and 6 dryders from raping your backline in seconds. Make sure the non bears are a aggro circle away from the non-bears otherwise the horseman might decide to go wtfpwn them instead of the nigh-invincible bears

RhanoctJocosa

RhanoctJocosa

Legendary Korean

Join Date: Aug 2006

The Benecia Renovatio [RenO]

W/

-Bring 3-4 Essences of Celerity.
-Make sure there is a designated "leader", it makes everything go so much smoother.
-Clear the chamber is simple enough.
-Before taking any other quests clear the path to the Reaper of the Forgotten Vale (including cf patrols).
-Go back to Reaper of Lab and pick up restore monuments and escort of souls.
-Once that's done get the quest from Reaper of Lab (it's so late I can't think). Remember you only need to save one spirit.
-Teleport to Lab and make your way to the smites.
-Clear the first area if you want (ectos) then proceed to the other side. Clear everything and position your party for the Ice King quest (Everyone stands kinda where the patrol of cfs went, hard to explain). Make one person stay near Reaper and activate quest. Kill the terrorwebs as fast as you can, keep out of meteor showers because if you wipe you're screwed. The quest will say it's done but wait there, another group spawns. Once that's done get the reward and go back to Lab (teleport).
-Activate unwanted guests and pull the 3 terrorwebs closest to you and kill them, make sure you dont aggro the vengeful aatxes. Now teleport to the Vale and walk towards the Lab. You'll find the keepers. Kill them. If you aggro any aatxes just get the whole party to run somewhere you know is clear (essence of celerity) and they'll die if you've killed their keeper. Continue killing the keepers and be mindful of your aggroing. Sooner or later you'll finish the quest.
-You'll probably find yourself near the entrance to the TS Mountains, so enter. Make your way through the mountains to the chaos plains entrance (I think there's a map on wiki, otherwise just try sticking to a path). Enter the chaos plains and clear it (consult wiki for info on spawns), should be no problem if monks stay out of enemy cast range.
-Four Horsemen. It's not as hard as it's made out to be. I don't know what you plan to bring but I did it earlier tonight with a few people from here and it went well. We had a HB monk, WoH monk, SS necro, Obsi Ele with nukes, and Ursans. The Obsi ele tanked one side and the other 7 killed the other side. Pretty easy. If you don't want to run Ursans for whatever reason, you need to make sure your monks have strong healing spells and heavy prot, because the damage is huge. Be mindful that you're facing 2 shatters which, because on bosses, recharge fast. (at least i think they're bosses...) Anyway, make sure only 1 person is holding the aggro and make use of prot spirit, soa, etc. Gl!
-From here you can go to either Bone Pits or Spawning Pools. Do the same thing you do in the Plains and blow them up. Queen quest (SP) is easy, just clear everything. In the bone pits the imprisoned spirits quest is easy too; just clear everything and kill the dryders as fast as possible.
-Go back to the TS Mountains and travel to the reaper. Make sure you trigger ALL the traps around where the reaper spawns incase he sets them off and dies. That'd suck ;p Grab the Demon Assassin quest and go down and kill the Slayer. It does like ~200 damage on a caster so be wary. Easy quest.
-GG

ps: it's like 2am and i've been playing too much gw so if i've missed anything/quest names are wrong sorry.
OP: if you want to add me to your flist ill probably be able to help you out if i'm not busy.
Quote:
Originally Posted by knoll
I hear Ursan Blessing is automatic win.
Playing with Akuma is automatic win tbh. :<
Quote:
Originally Posted by mcsumo
And Knoll just because your favourite flamefest has closed don't start trolling around with unhelpful comments in every thread. He has a point, it's extremely easy with Ursans.

xshadowwolfx

xshadowwolfx

Krytan Explorer

Join Date: May 2006

California | Ascalon

Mo/

Thanks for the info guys =D

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by knoll
I hear Ursan Blessing is automatic win. No, it's not. It's actually a sub-par way to go, but it's a good alternative for PUGs.

xshadowwolfx

xshadowwolfx

Krytan Explorer

Join Date: May 2006

California | Ascalon

Mo/

A bit off topic but how do the quests in FoW compare?

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

Quote:
Originally Posted by xshadowwolfx
A bit off topic but how do the quests in FoW compare? I consider FOW a lot easyer than UW.

Nothing in FOW hits like the aatxe do. And there are far more meteor shower throwing fools in UW than FOW.

Tommywong

Pre-Searing Cadet

Join Date: Oct 2007

How does the ursan clearout work anyways? You just go in with high norn title and use ursan blessing the enitre time?

mrmango

mrmango

Desert Nomad

Join Date: Oct 2006

Southern California

Charter Vanguard [CV]

Me/Rt

Yea, 121212.

Valeria

Valeria

Wilds Pathfinder

Join Date: Oct 2005

Germany

PaRe

W/

Quote:
I consider FOW a lot easyer than UW.
Nothing in FOW hits like the aatxe do. And there are far more meteor shower throwing fools in UW than FOW UW is harder but i dont think it's because of aatxes and meteors. Even the shadow army is harder than a few aatxe...(for ursans)

The problems are the quests. When som stupid ghost dies you lose! In FoW the only problem are probably the griffins from the wailing lord. In UW you have to watch out for every reaper lost soul and so on. And you can't take your time like in FoW where you always can retreat and try again.

therangereminem

therangereminem

Jungle Guide

Join Date: Jan 2007

R/Mo

yeah uw ursan is very easy i do it in hard mode all the time...

frist things is to do the 4 horsemen quest, you will need 1 sb for this to do it easyly(although most teams fail here, so nothing to blow off)

other things to make sure is the terrorweb queen quest , lots of poeple have failed here too , but not for it being hard but , froma glitch.

her eyou need to make sure that everyone comes in agroo of the queen, not everyone needs quest but make sure everyoneis in agroo of queen before killing her, ither then that uw is easy takes 1 hour 45 to 3 horus to clear hm.

i myself do it in about 2 hours hm nm is like 1 hour and a half average times

Guildmaster Cain

Guildmaster Cain

Desert Nomad

Join Date: May 2006

Guildmistress Eve [Me], Guildmistress Azura [N], Guildmistress Azumi [A], Guildmistress Jaina [D]

Guildmaster Aeron [Rt], Arthas Ironfist [W], Guild: The Tyrian Templars [TTT]

Ursanway can still get wiped because of idiot people who take quests without asking or getting NPCs in harms way.

Check my thread for tips on Ursanwaying and at the bottom theres a link to a full guide for UW clearing.

http://www.guildwarsguru.com/forum/s....php?p=3372403

I Will Heal You Ally

I Will Heal You Ally

Krytan Explorer

Join Date: Feb 2007

In my HoM

Canthan Refugees [TOGO]

E/Rt

Yeah there was this noob in our team... we cleared whole UW areas and only left Ice Wastes and someone took the quest and the npc died... still can't get over it... noobs just think they won't get the reward if they don't take the quest asap *angry*

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

^

best tip: get someone who knows UW, and let only him accept quests.
When you cleared the UW you can tp to every reaper and get the reward afterwards. But you really screw your team when accepting random quests.

Adam144

Frost Gate Guardian

Join Date: Aug 2007

Castleford, England

None

E/

Make sure to take an obsidian tank if you're going ursanway. I played obsitank for the four horsemen quest, and it worked fantastically, my team cleared the other side while I tanked one side and a monk was there as backup if I needed healing. Have the tank take Arcane Mimicry so they can mimic your UB until the four horsemen quest

payne

payne

Desert Nomad

Join Date: Apr 2007

england (currently located on the south coast)

R/

Quote:
Originally Posted by I Will Heal You Ally
Yeah there was this noob in our team... we cleared whole UW areas and only left Ice Wastes and someone took the quest and the npc died... still can't get over it... noobs just think they won't get the reward if they don't take the quest asap *angry* were you PUGing an UW clear-out? ^^

nah I've done the whole thing with ease :P 4 horseman is the hardest quest by far but doesn't say a great deal lol...one obby tank with monk back-up on one side rest of the team on the other simple as that lol!

first few quests are easy as hell...ridiculously so...only one or two quests should present a challenge at best really...just take someone who is very experienced with the UW and you should be good..same goes for FoW take an exp. player with you and you are good to go :

explodemyheart

explodemyheart

Wilds Pathfinder

Join Date: Sep 2005

Indiana

Gui1d War스 P01ic트 [Pr으]

Mo/

Choosing not to do Ursanway...

3-5 essence of celerity, grail of might and armor of salvation. Definitely not necessary, but it makes it go faster.
1 bonder with: vital blessing, life bond, life barrier, balthazar's spirit, protective spirit, blessed signet, mantra of inscriptions, rebirth.
1 healer with: orison of healing, word of healing, dwayna's kiss, heal other, a hex removal, a condition removal, rebirth.
4 nukers, preferably searing flames. We usually take 2 with arcane echo, 1 with a rebirth, and 1 as a /p with song of power and signet of return. Most of the rest of their skills are just a matter of preference... minus obvious badness like firestorm and the like.
1 ss necro, preferably echo ss. Blood ritual is nice, but not necessary.
1 obsidian flesh tank.

We do clear the chamber, then we run out to Forgotten Vale and clear out the grasping and the coldfires around where the spawns are for Wrathful Spirits.

We then run back and clear Twin Serpent Mountains in the direction of Chaos Planes. At the point where the path splits off to take you to where you do the Demon Assassin quest, go clear that. After you clear out back there, run back and continue on to Chaos Planes.

In Chaos Planes, always remember that the spawns go 3, 6 then 9. Unless your monks are good, it can go really bad here if people aren't paying attention. The most important thing really is to just watch your minimap and watch where they spawn and just back up. If the tank is any good, it shouldn't be a problem. After you've cleared all of the mindblades (or while you're killing the last of them), have someone run back to Labyrinth and take the quest.

For Four Horsemen, we split 2/5. The bonder stays in the middle and puts life barrier on everybody, plus life bond, balth's spirit and vital on the tank and will throw out a prot spirit or two if needed. The ss goes to the side with the tank. Everybody else goes to the east. The ss takes care of the terrorwebs long enough for the eles to nuke the crap out of the terrorwebs on their side. If the ss is good, it can take out the terrorwebs itself. If not, once the eles are done with their side they can come help out. Then just take out the bosses.

After Four Horsemen, we go to Spawning Pools to do Terrorweb Queen. I shouldn't have to say that the tank needs to try to pull the queen out some so she's not in ward against harm, but I guess some people don't understand that.

Then we go to Bone Pits to do Imprisoned Spirits. When it comes time to take the quest, everybody goes to where the terrorwebs spawn except one ele who stays behind to take it and take care of the spirits.

Then we head to Forgotten Vale and do Wrathful Spirits. After that, back to Labyrinth to take Escort of Souls. Transport back to Forgotten Vale and then kill back up to Labyrinth to pick up the souls.

Back to Labyrinth for Unwanted Guests. If people aren't careful here, this quest can go really bad. The tank needs to make sure they're far enough ahead that if something goes wrong, the aataxe will not run back to the reaper. The tank needs to try not to aggro them at all, but it happens sometimes. If they do, they need to try and hold it while the eles run forward to kill the Keeper. The main point here is that no matter who is under attack from the aataxe, do not, UNDER ANY CIRCUMSTANCES, run back toward to reaper. Run toward the Keeper. It's best to keep someone back at the reaper incase you need a quick teleport, then immediately teleport back to Labyrinth just to make sure the aataxe aren't on the reaper.

After that we head to Ice Wastes, which is pretty self explanatory. Just remember that once you take the quest, there's 3 spawns of terrorwebs. Just remember to pay attention so things don't go bad.

Then it's back to Twin Serpent Mountains to do Demon Assassin. Be careful not to take the quest until the tank is down at the BOTTOM of the hill to block it. After that, REMEMBER, you still have 3 Keepers to kill before you can transport back to get your rewards.

Remember before you ever start to make sure everybody has the time to clear. Also make sure that everybody knows not to take quests until told. Designate one person to take them, and have that person then tell everybody else when it's okay to take a quest. You also have to make sure everybody understands the tank is there for a reason. They need to stay back until the tank has aggro.

That all being said, my guildies and I clear quite frequently. We almost never have enough people on that want to do it so we almost always have 1-3 pugs. If there's any of you that want to come along for the ride, feel free to message me in game and ask me about it. We usually need nukers or SS, we usually have the tank and monks covered but I know the tank would enjoy a reprieve if we could find another good tanker.